Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-05 Thread dave perry
On 03/05/2012 06:40 PM, Gene Buckle wrote:
> On Mon, 5 Mar 2012, Gary Neely wrote:
>
>>> Flying means I need to be able to actually read the instrument, so I often
>>> prefer larger fonts and bolder lines than perhaps the original had.
>> +1
>>
>> I'd think that real aircraft engineers would seek to minimize these
>> effects, and that they would manifest significantly in some but not
> Every single real aircraft instrument I have in my collection has a
> special anti-glare coating on the glass.  They don't reflect enough light
> to really notice.
>
> g.
>
>
In a month, I will have been flying real light aircraft for 50 years and 
I agree totally with the above.  The use of the reflection affect on the 
interior of windows and instruments is totally unrealistic and 
detracting from my enjoyment of flying such models in fgfs.  The 
unrealistic comment is fact and the detracting comment is my opinion.

Dave P.

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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-05 Thread Gene Buckle
On Mon, 5 Mar 2012, Gary Neely wrote:

>> Flying means I need to be able to actually read the instrument, so I often
>> prefer larger fonts and bolder lines than perhaps the original had.
>
> +1
>
> I'd think that real aircraft engineers would seek to minimize these
> effects, and that they would manifest significantly in some but not

Every single real aircraft instrument I have in my collection has a 
special anti-glare coating on the glass.  They don't reflect enough light 
to really notice.

g.


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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-05 Thread Gary Neely
On Mon, Mar 5, 2012 at 6:05 PM, Ron Jensen  wrote:
> On Monday 05 March 2012 02:53:59 Francesco Angelo Brisa wrote:
>> * Analogic instruments:
>>  I was looking at two amazing done aircrafts: the DR400 and the Cessna 337;
>> the DR400 has instruments with a glass reflection (Which is very nice and
>> realistic) the C337 does not have it. I personally slightly prefer the C337
>> way, a little more clean, but it is just my feeling. the question: what
>> would you suggest to do, if I want to take an aircraft, add a instrument,
>> which type should I use ? i.e. if I want to add instruments to the C310.
>
> Personally, I hate the glass shaders covering instruments and windows. I want
> to actually fly these aircraft and not drool over how 'real' they look.
> Flying means I need to be able to actually read the instrument, so I often
> prefer larger fonts and bolder lines than perhaps the original had.

+1

I'd think that real aircraft engineers would seek to minimize these
effects, and that they would manifest significantly in some but not
all lighting conditions. In any case, I greatly dislike these
glare/reflection effects on instruments and interior windows, though
many effects might be made more user-friendly if the effect was
diminished or made more transparent. I know enough to be able to
remove these effects from models, but it can be tedious and lots of
folks either aren't that handy with modeling or don't have the time.
Just my $.02.

-Gary

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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-05 Thread Ron Jensen
On Monday 05 March 2012 02:53:59 Francesco Angelo Brisa wrote:
> Hi
>
> I was going to take some time to put my hands on some aircraft, before
> beginning I have some little questions:
>
> Aerostar 700:
> * The airspeed indicator looks like to be a default one (With no colored
> bars for velocities). is this due to the fact that it is as in the real
> aircraft or just because nobody worked on it ?
>
> Generic questions...
> * asi-300:
> how was the asi-300.rgb (under Aircraft/Instruments-3d/asi300 folder)  made
> ? is it from some sort of svg ? if yes, where can I find it ?

Not the same one, but:
http://www.jentronics.com/fgfs/temp/asi001.ps
http://www.jentronics.com/fgfs/temp/asi001.xcf

the postscript file can be edited for different scales...

> * Analogic instruments:
>  I was looking at two amazing done aircrafts: the DR400 and the Cessna 337;
> the DR400 has instruments with a glass reflection (Which is very nice and
> realistic) the C337 does not have it. I personally slightly prefer the C337
> way, a little more clean, but it is just my feeling. the question: what
> would you suggest to do, if I want to take an aircraft, add a instrument,
> which type should I use ? i.e. if I want to add instruments to the C310.

Personally, I hate the glass shaders covering instruments and windows. I want 
to actually fly these aircraft and not drool over how 'real' they look. 
Flying means I need to be able to actually read the instrument, so I often 
prefer larger fonts and bolder lines than perhaps the original had.

> http://i41.tinypic.com/10huog1.jpg
>
> [image: Immagine in linea 1]
>
> http://wiki.flightgear.org/images/f/fd/Cessna337-avionics.png
> [image: Immagine in linea 2]
>
> * I was looking on internet to some cockpit image of some FG aircraft. what
> I have found is a lot of different custom instruments set of the same
> aircraft model. If I want to take an empty cockpit aircraft and I want to
> add instruments to it, can I just choose a "cockpit model" and use it as
> reference ? or is some kind of basic instruments set for any aircraft type
> ? I hope I explained myself well...

The original idea to have a basic set of instruments in Instruments-3d hasn't 
always worked out so well because underlying concepts of how things should 
work varied from designer to designer. Its my opinion things bit-rot slower 
if the instrument lives in its own aircraft.

Thanks,
Ron

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Re: [Flightgear-devel] Arduino

2012-03-05 Thread Curtis Olson
Arduino is a nifty little package.  I've played with the diydrones
ardupilot and turned it into a little 4 channel servo controller and RC
receiver monitor with a manual/auto mux that communicates with a more
powerful upstream computer (gumstix/linux).  I've flown a lot of hours with
that little setup on board. :-)

Curt.



On Mon, Mar 5, 2012 at 4:20 PM, Francesco Angelo Brisa wrote:

> I work with Arduino, and I have used it to build some controllore for FG...
>
> If you need anything, just ask;
>
> 2 years ago I did a little project (Like many others), here you can find
> some photo/info:
> http://flightgear.org/forums/viewtopic.php?f=24&t=11017#p114215
>
> Tomorrow I will give a check your article... and see if there is something
> to discuss.
>
> Cheers
> Francesco
>
> Il giorno 05 marzo 2012 23:09, Roberto Inzerillo  ha
> scritto:
>
> Hi everybody.
>>
>> I'm spending some time with Arduino lately. I made a few replica of
>> input/output systems for FlightGear. It makes fun :-)
>>
>> For the (very) few who don't know, Arduino is a prototyping platform
>> based on ATmel microprocessors, it communicates easily over any serial
>> connection and that makes it very easy to interface it with FGFS.
>>
>> Anyway, now I'm starting to write some pages on Arduino's Playground;
>> it's kind of a public wiki where everybody can contribute. It helped me
>> a lot when I first started with Arduino. I hope the guides I'm going to
>> publish will be usefull to others. I'll try and explain the basics
>> first, then I hope I can dig deeper and add some more sophisticated
>> scenarios in the next future.
>>
>> This is the first guide I wrote:
>> http://arduino.cc/playground/Main/FlightGear
>>
>> I'm asking you people in the devel mailing list to give a quick look at
>> what I'm writing because I'm no FlightGear developer at all, and I may
>> miss some details when explaining what's going on with the FlightGear
>> side of things. I'd appreciate if someone would share
>> opinions/comments/suggestions so that the Arduino Playground pages about
>> FlightGear may not mislead any reader.
>>
>>
>> Thank you in advance,
>>   Roberto
>>
>>
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Re: [Flightgear-devel] Arduino

2012-03-05 Thread Roberto Inzerillo
I remember you very well, Francesco. You were very helpfull :-)

> I work with Arduino, and I have used it to build some controllore for FG...
>
> If you need anything, just ask;
...
> Tomorrow I will give a check your article... and see if there is
> something to discuss.
>
> Cheers
> Francesco

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Re: [Flightgear-devel] Arduino

2012-03-05 Thread Francesco Angelo Brisa
I work with Arduino, and I have used it to build some controllore for FG...

If you need anything, just ask;

2 years ago I did a little project (Like many others), here you can find
some photo/info:
http://flightgear.org/forums/viewtopic.php?f=24&t=11017#p114215

Tomorrow I will give a check your article... and see if there is something
to discuss.

Cheers
Francesco

Il giorno 05 marzo 2012 23:09, Roberto Inzerillo  ha
scritto:

> Hi everybody.
>
> I'm spending some time with Arduino lately. I made a few replica of
> input/output systems for FlightGear. It makes fun :-)
>
> For the (very) few who don't know, Arduino is a prototyping platform
> based on ATmel microprocessors, it communicates easily over any serial
> connection and that makes it very easy to interface it with FGFS.
>
> Anyway, now I'm starting to write some pages on Arduino's Playground;
> it's kind of a public wiki where everybody can contribute. It helped me
> a lot when I first started with Arduino. I hope the guides I'm going to
> publish will be usefull to others. I'll try and explain the basics
> first, then I hope I can dig deeper and add some more sophisticated
> scenarios in the next future.
>
> This is the first guide I wrote:
> http://arduino.cc/playground/Main/FlightGear
>
> I'm asking you people in the devel mailing list to give a quick look at
> what I'm writing because I'm no FlightGear developer at all, and I may
> miss some details when explaining what's going on with the FlightGear
> side of things. I'd appreciate if someone would share
> opinions/comments/suggestions so that the Arduino Playground pages about
> FlightGear may not mislead any reader.
>
>
> Thank you in advance,
>   Roberto
>
>
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[Flightgear-devel] Arduino

2012-03-05 Thread Roberto Inzerillo
Hi everybody.

I'm spending some time with Arduino lately. I made a few replica of 
input/output systems for FlightGear. It makes fun :-)

For the (very) few who don't know, Arduino is a prototyping platform 
based on ATmel microprocessors, it communicates easily over any serial 
connection and that makes it very easy to interface it with FGFS.

Anyway, now I'm starting to write some pages on Arduino's Playground; 
it's kind of a public wiki where everybody can contribute. It helped me 
a lot when I first started with Arduino. I hope the guides I'm going to 
publish will be usefull to others. I'll try and explain the basics 
first, then I hope I can dig deeper and add some more sophisticated 
scenarios in the next future.

This is the first guide I wrote: 
http://arduino.cc/playground/Main/FlightGear

I'm asking you people in the devel mailing list to give a quick look at 
what I'm writing because I'm no FlightGear developer at all, and I may 
miss some details when explaining what's going on with the FlightGear 
side of things. I'd appreciate if someone would share 
opinions/comments/suggestions so that the Arduino Playground pages about 
FlightGear may not mislead any reader.


Thank you in advance,
   Roberto

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 13:27:00 thorsten.i.r...@jyu.fi wrote:
> > There is an important issue though, the functions appear to be different
> > for objects and terrain.
> 
> What?? Both model-default.eff and terrain-default.eff refer to
> terrain-haze.vert/frag as shaders - how can the fog function be different
> if they're using the same shader code???
> 
> I think you're mistaken here.
> 
> The fog function is different for clouds and rain layers (because clouds
> and fog are the same stuff, so there need to be different rules) and for
> the skydome (because the atmosphere fogs in a different way looking
> straight up than looking straight down).
> 
> Cheers,
> 
> * Thorsten
> 

Sorry, my bad, I remembered something like that, but it was in fact me 
thinking that it would need a separate function for objects.

Anyway, first thing i noticed while looking more carefully at the code is this 
(terrain-haze.vert line 126):
// now the light-dimming factor
earthShade = 0.9 * smoothstep(terminator_width+ terminator, -
terminator_width + terminator, yprime_alt) + 0.1;

which has undefined behaviour. smoothstep(a, b, x) requires specificaly 
that a < b.

Also, all light terms should have alpha 1.0 not 0.0.

Will report more as i find them :)

Cheers,
Emilian

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
> > Do you mean that v1.1 as posted on the forum can't be committed
> > as is to git ?
> 
> Technically it could, but at the expense of forcing everyone to use
> lightfield shaders. It overwrites for instance the default terrain
> and model shaders.
> 
> The reason why this is implemented in that way is that I have no clue
> how an effect file should be properly structured. I can change an
> existing effect file to insert new property-to-unifrom mappings, I 
> can change the filename of the shader to be used, but my attempts 
> to do more have so far gone terribly wrong and broken the effect.
> 
> So what needs to be done for a clean commit is:
> 
> * rename the special shader files where they overlap with default
>   files
> * add conditionals to the effect files that if skydome scattering
>   shader is on the lightfield files should be used, otherwise the 
>   defaults as they are (* not essential, but currently true camera 
>   altitude above MSL is obtained from Nasal and written into the 
>   tree - I'm fairly sure we have it somewhere better, I just don't 
>   know where)
> 
> It's not much work, but it requires some better knowledge of how
> effect files work. Which is the point where I need help.

I think that you have to add new techniques (an XML element) to 
existing effect file. You leave the current  intact and
copy/paste it in the same file, add or change what is needed and
Modify its predicate.

Look at model-default.eff that implements 2 techniques. 

Techniques can have a predicate that can test a property. Yesterday, 
I implemented the  operator that was creating syntax errors 
until then. Techniques (with their predicate) are tested in 
ascending order of their index (the "n" attribute), so you can 
create a new technique with a lower index than the one for the 
current technique and add a predicate that test (for example) 
/sim/rendering/lightfield.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread thorsten . i . renk
> There is an important issue though, the functions appear to be different
> for objects and terrain.

What?? Both model-default.eff and terrain-default.eff refer to
terrain-haze.vert/frag as shaders - how can the fog function be different
if they're using the same shader code???

I think you're mistaken here.

The fog function is different for clouds and rain layers (because clouds
and fog are the same stuff, so there need to be different rules) and for
the skydome (because the atmosphere fogs in a different way looking
straight up than looking straight down).

Cheers,

* Thorsten




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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 12:02:26 Frederic Bouvier wrote:
> Hi Thorsten,
> 
> > De: thorsten i renk
> > 
> > > I agree that we should merge the project rembrandt work sooner
> > > rather than later.  However, we should also take some time and
> > > effort to make sure Thorsten's sky/haze/horizon effects are
> > > accounted for as well.  I don't know what issues we will find
> > > when trying to merge these two efforts, but they both need to
> > > be considered together.
> > 
> > Yes please.
> > 
> > Or if someone could just help in creating an effect structure
> > thatone can switch these things on and off so that installing
> > the lightfields doesn't have to overwrite everything and that
> > it would be on GIT? Then we can worry about how to merge later?
> > Lightfields would work optionally, there's no fundamental
> > obstacle here.
> > 
> > I know there's the idea to get everything perfectly merged in an
> > elegant way by factoring out light and haze functions, but I'd
> > be happy with a simple optional structure now and the rest later.
> 
> Be sure that I am extremely interested in merging your work into
> Rembrandt. It is just too early for me, and as the discussion
> raised the point of the compatibility with older hardware, the
> mockup (from by clone) can't be merged as is. So, in order to
> have the less disturbing migration path as possible, things will
> take even more time.
> 
> But i will come back to you to see how decoupling light and haze
> can be done in the future framework.
> 
> > It's getting somewhat frustrating... Not so much for myself, but
> > for others who want to try it, and it's starting to look silly
> > when I have to tell everyone who is interested 'Sorry, it's
> > ready since a month ago, but we haven't been able to put it
> > on GIT yet, so you still need to go through a tricky manual
> > installation process'.
> 
> Do you mean that v1.1 as posted on the forum can't be committed
> as is to git ?
> 
> Regards,
> -Fred
No it can't. The fog/light functions need to be extracted and put into 
include_fog.*, and there needs to be a check in that one that switches between 
the different models based on the sky shader setting. 
There is an important issue though, the functions appear to be different for 
objects and terrain. That's not quite optimal IMHO, and will lead again to 
diverging fog models (what I've been trying to avoid by using a common fog 
function).

And just throwing them in and splattering all the other shaders with fog 
functions in them will triple the work required later. So it's better to do 
this right from the beggining.

Regards,
Emilian


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread thorsten . i . renk
> Do you mean that v1.1 as posted on the forum can't be committed
> as is to git ?

Technically it could, but at the expense of forcing everyone to use
lightfield shaders. It overwrites for instance the default terrain and
model shaders.

The reason why this is implemented in that way is that I have no clue how
an effect file should be properly structured. I can change an existing
effect file to insert new property-to-unifrom mappings, I can change the
filename of the shader to be used, but my attempts to do more have so far
gone terribly wrong and broken the effect.

So what needs to be done for a clean commit is:

* rename the special shader files where they overlap with default files
* add conditionals to the effect files that if skydome scattering shader
is on the lightfield files should be used, otherwise the defaults as they
are
(* not essential, but currently true camera altitude above MSL is obtained
from Nasal and written into the tree - I'm fairly sure we have it
somewhere better, I just don't know where)

It's not much work, but it requires some better knowledge of how effect
files work. Which is the point where I need help.

* Thorsten


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
Hi Thorsten,

> De: thorsten i renk 
> 
> > I agree that we should merge the project rembrandt work sooner
> > rather than later.  However, we should also take some time and 
> > effort to make sure Thorsten's sky/haze/horizon effects are 
> > accounted for as well.  I don't know what issues we will find 
> > when trying to merge these two efforts, but they both need to 
> > be considered together.
> 
> Yes please.
> 
> Or if someone could just help in creating an effect structure 
> thatone can switch these things on and off so that installing 
> the lightfields doesn't have to overwrite everything and that 
> it would be on GIT? Then we can worry about how to merge later? 
> Lightfields would work optionally, there's no fundamental 
> obstacle here.
> 
> I know there's the idea to get everything perfectly merged in an
> elegant way by factoring out light and haze functions, but I'd 
> be happy with a simple optional structure now and the rest later.

Be sure that I am extremely interested in merging your work into 
Rembrandt. It is just too early for me, and as the discussion 
raised the point of the compatibility with older hardware, the 
mockup (from by clone) can't be merged as is. So, in order to 
have the less disturbing migration path as possible, things will
take even more time.

But i will come back to you to see how decoupling light and haze
can be done in the future framework.

> It's getting somewhat frustrating... Not so much for myself, but 
> for others who want to try it, and it's starting to look silly 
> when I have to tell everyone who is interested 'Sorry, it's 
> ready since a month ago, but we haven't been able to put it 
> on GIT yet, so you still need to go through a tricky manual 
> installation process'.

Do you mean that v1.1 as posted on the forum can't be committed
as is to git ?

Regards,
-Fred

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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-03-05 Thread Arnt Karlsen
On Wed, 29 Feb 2012 15:33:20 +, TDO wrote in message 
:

> 
> I also suspect that the speed of wind turbines is not just directly
> proportional to wind speed. As far as I know, the speed is generally
> regulated either by increasing the turbine load or by changing the
> blade pitch, to avoid them getting damaged in high wind. In extreme
> gusty gales they are probably stopped with the blades feathered. 

..some are "turned off" by yawing the mill head "out of the wind" 
until the blade chords face the wind. 

> It would be nice to see one or two turbines randomly stopped for
> maintenance in a wind farm.


-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...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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[Flightgear-devel] a small set of minor aircraft model question...

2012-03-05 Thread Francesco Angelo Brisa
Hi

I was going to take some time to put my hands on some aircraft, before
beginning I have some little questions:

Aerostar 700:
* The airspeed indicator looks like to be a default one (With no colored
bars for velocities). is this due to the fact that it is as in the real
aircraft or just because nobody worked on it ?

Generic questions...
* asi-300:
how was the asi-300.rgb (under Aircraft/Instruments-3d/asi300 folder)  made
? is it from some sort of svg ? if yes, where can I find it ?

* Analogic instruments:
 I was looking at two amazing done aircrafts: the DR400 and the Cessna 337;
the DR400 has instruments with a glass reflection (Which is very nice and
realistic) the C337 does not have it. I personally slightly prefer the C337
way, a little more clean, but it is just my feeling. the question: what
would you suggest to do, if I want to take an aircraft, add a instrument,
which type should I use ? i.e. if I want to add instruments to the C310.

http://i41.tinypic.com/10huog1.jpg

[image: Immagine in linea 1]

http://wiki.flightgear.org/images/f/fd/Cessna337-avionics.png
[image: Immagine in linea 2]

* I was looking on internet to some cockpit image of some FG aircraft. what
I have found is a lot of different custom instruments set of the same
aircraft model. If I want to take an empty cockpit aircraft and I want to
add instruments to it, can I just choose a "cockpit model" and use it as
reference ? or is some kind of basic instruments set for any aircraft type
? I hope I explained myself well...

Thanks for any suggestion

cheers
Francesco Angelo Brisa
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