Re: [Flightgear-devel] New (real time) mapping tool proposal

2012-03-10 Thread Miles Colman
FGx looks nice.
Does anyone else building FGx (in QT4 Creator, but otherwise according
to the build instructions here http://wiki.flightgear.org/FGX) have
trouble loading airport data on Ubuntu 11.10 ?
FGx exits with these terminal messages after I select the fgdata directory:
Error FODC0002 in
tag:trolltech.com,2007:QtXmlPatterns:QIODeviceVariable:u, at line 1,
column 21: Unsupported XML version.
Error XPDY0002 in
file:///home/mcolman/src/fgfs/fgx/fgx-build-desktop/fgx, at line 1,
column 1: The focus is undefined.
Segmentation fault

Thanks,
Miles

On Sat, Mar 3, 2012 at 7:58 AM, Curtis Olson curtol...@gmail.com wrote:
 Anything with screen shots or information -- I don't have time this evening
 to download it and get all the dependencies in place and compile it just to
 check it out what it is beside another launcher?  I've seen fgx mentioned
 before, but never checked it out myself since I always launch from the
 command line.


 On Fri, Mar 2, 2012 at 4:48 PM, Pedro Morgan p...@freeflightsim.org wrote:

 http://code.google.com/p/fgx/

 http://gitorious.org/fgx

 http://fgx.ch is placeholder


 On Fri, Mar 2, 2012 at 10:27 PM, Curtis Olson curtol...@gmail.com wrote:

 Where would I find FGx and more information about it?


 On Fri, Mar 2, 2012 at 4:00 PM, HB-GRAL flightg...@sablonier.ch wrote:

 Am 02.03.12 22:21, schrieb Curtis Olson:
 
      - An open-layers based mapping tool (similar to mpmap, but not
  based on
      proprietary google technology)
      - Include the ability to draw and edit a route (a set of connected
  way
      points) and then upload that to FlightGear's route manager
      - Include the ability to receive UDP (TCP?) position (and other
  data?)
      updates from FlightGear -- directly or via an mpserver
      - Include some additional buttons for commanding and controlling
      flightgear.
      - This could actually get packaged and installed with flightgear,
  and
      someone would only have to point their browser at a local html
  file to fire
      up the map and start using it.
      - I have a personal interest in UAV's and something along this
  lines
      could be adapted to make a slick UAV ground station interface.
 

 Now I am deeply offended. Did you ever have a closer look to FGx
 launcher? It has exactly all this already prepared for you and this
 project is open to any contribution.

 Never mind. ;-)

 Cheers, Yves


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[Flightgear-devel] Window glass reflection effects

2012-03-10 Thread Renk Thorsten
I have a request to aircraft developers.

I was trying the DR400 yesterday, and I liked the plane as such quite well - 
but the canopy glass effect spoiled all my fun. The reflection effects are just 
way too strong. I have a similar problem with the cockpit windows of the CRJ700 
which also dull the colors of the environment rather strongly.

I would ask that such effects are implemented optionally. I would like to get 
the direct view outside without any glass effect. I was seriously tempted to 
open ac3d and simply remove the offending window...

The reason for this has to do with perception: Glass may be dirty and have lots 
of reflections, but we don't actually 'see' that. When looking through a 
window, the eyes are focused for distance, whereas the glass stains and 
reflections are near, so they create blurred images on the retina with 
different depth information (i.e. different apparent locations in both eyes). 
As a result, unless the window is very dirty, the visual processing in the 
brain removes dirt and reflections very efficiently - in essence we are able to 
look 'through' the dirt.

Now, when a realistic amount of dirt and reflections is rendered in front of 
the outside scene on a flat screen, the brain lacks the depth information and 
the eyes always focus on the screen, and  as a result perception can not do 
this trick. So a seemingly realistic amount of reflection on-screen end up 
simulating a very dirty and distorting glass which I would never fly with in 
the first place - I'd clean my cockpit window before takeoff.

So if implemented at all, I think the effect has to be very subtle, and in my 
opinion only a minority of planes get this 'right'. Thus, please consider it 
good practice to allow people to clean their windows and switch all glass 
effects off.

Thanks,

* Thorsten
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Re: [Flightgear-devel] auto-coordination

2012-03-10 Thread Torsten Dreyer
This is in fact my preferred solution.
- it does not break existing aircraft
- it keeps existing --enable-auto-coordination behavior
- it is configurable, even at runtime
- minimal code change

I have the patch ready and I'm about to commit it. While at it, I'd like 
to move the involved properties out of /sim/ to /controls.
/sim is so very much unstructured and a melting pot for properties that 
never found an appropriate location. And I think /controls just fits 
better than don't know where, so put it in /sim. Objections?
I'll take care of the wrightFlyer1903, the pa22, the waveXtreme150, the 
Saitek X52 and the bintest protocol in FGDATA and adjust the names 
accordingly.

Torsten


Am 09.03.2012 21:41, schrieb syd adams:
 Now that sounds like an even better idea.Less chance of breaking
 anything , but still adjustable.Thanks Torsten.

 On Fri, Mar 9, 2012 at 1:32 PM, Torsten Dreyertors...@t3r.de  wrote:
 Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.
 An easy and portable way to implement your request might be to introduce
 a new property (e.g. /sim/auto-coordination-factor) with the default
 value of 0.5. and change the code
   if ( auto_coordination-getBoolValue() ) {
  set_rudder( aileron / 2.0 );
   }

 to

   if ( auto_coordination-getBoolValue()
   auto_coordination_factor-getDoubleValue()  0.0 ) {
 set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
   }

 so that setting /sim/auto-coordination-factor to a value of zero or less
 disables the hardcoded auto-coordination but leaves the command-line
 argument and the enable-property usable.

 Torsten



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Re: [Flightgear-devel] New (real time) mapping tool proposal

2012-03-10 Thread HB-GRAL
Am 10.03.12 09:35, schrieb Miles Colman:
 FGx looks nice.
 Does anyone else building FGx (in QT4 Creator, but otherwise according
 to the build instructions here http://wiki.flightgear.org/FGX) have
 trouble loading airport data on Ubuntu 11.10 ?
 FGx exits with these terminal messages after I select the fgdata directory:
 Error FODC0002 in
 tag:trolltech.com,2007:QtXmlPatterns:QIODeviceVariable:u, at line 1,
 column 21: Unsupported XML version.
 Error XPDY0002 in
 file:///home/mcolman/src/fgfs/fgx/fgx-build-desktop/fgx, at line 1,
 column 1: The focus is undefined.
 Segmentation fault

 Thanks,
 Miles


Hi Miles

Is there a specific airport affected or does it appear just when you set 
path to fgdata and FGx is on scan of directories afterwards? We get this 
behaviour with recent fgdata, also with aircrafts, and it seems like it 
is a common encoding issue we have to solve. Anyway, a fix for the 
parser is on the way, because this issue was reported from others too.

Cheers, Yves

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Re: [Flightgear-devel] auto-coordination

2012-03-10 Thread syd adams
Sounds good to me.Thanks for dealing with this.
Syd

On Sat, Mar 10, 2012 at 2:45 AM, Torsten Dreyer tors...@t3r.de wrote:
 This is in fact my preferred solution.
 - it does not break existing aircraft
 - it keeps existing --enable-auto-coordination behavior
 - it is configurable, even at runtime
 - minimal code change

 I have the patch ready and I'm about to commit it. While at it, I'd like
 to move the involved properties out of /sim/ to /controls.
 /sim is so very much unstructured and a melting pot for properties that
 never found an appropriate location. And I think /controls just fits
 better than don't know where, so put it in /sim. Objections?
 I'll take care of the wrightFlyer1903, the pa22, the waveXtreme150, the
 Saitek X52 and the bintest protocol in FGDATA and adjust the names
 accordingly.

 Torsten


 Am 09.03.2012 21:41, schrieb syd adams:
 Now that sounds like an even better idea.Less chance of breaking
 anything , but still adjustable.Thanks Torsten.

 On Fri, Mar 9, 2012 at 1:32 PM, Torsten Dreyertors...@t3r.de  wrote:
 Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.
 An easy and portable way to implement your request might be to introduce
 a new property (e.g. /sim/auto-coordination-factor) with the default
 value of 0.5. and change the code
   if ( auto_coordination-getBoolValue() ) {
          set_rudder( aileron / 2.0 );
   }

 to

   if ( auto_coordination-getBoolValue()
       auto_coordination_factor-getDoubleValue()  0.0 ) {
     set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
   }

 so that setting /sim/auto-coordination-factor to a value of zero or less
 disables the hardcoded auto-coordination but leaves the command-line
 argument and the enable-property usable.

 Torsten



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Re: [Flightgear-devel] auto-coordination

2012-03-10 Thread dave perry
Also, the real pa22 Tri-Pacer  has a spring rudder interlock with the 
ailerons so it can be overridden by the pilot when he wants to have 
cross control as in a cross wind.


Dave P.

On 03/09/2012 02:45 PM, Adam Dershowitz, Ph.D., P.E. wrote:

Few, but at least one:

http://en.wikipedia.org/wiki/ERCO_Ercoupe


--Adam



On Mar 9, 2012, at 12:05 PM, Curtis Olson wrote:

The counter argument here is that the existing auto coordination 
system is nothing more than one line of code that forces some rudder 
deflection in proportion to aileron deflection -- 
basically implementing some sort of hard linked manual system.  I am 
sure there are very few (if any?) real life aircraft rigged in such a 
way.


Curt.


On Fri, Mar 9, 2012 at 1:57 PM, Renk Thorsten wrote:

 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.

Why?

 Wouldn't it be more appropriate to add
 that rudder control to controls.nas?

Nasal runs per graphical frame, FDMs may need to run faster at
low framerates. Nasal AP systems tend to become unstable below 15
fps or so (see the F-14b).

 Then it can be replaced if need be on a per aircraft basis ,
but not
 break anything otherwise.

You can replace it now on a per aircraft basis at the simple
expense of setting a single property to false. If the aircraft is
equipped with a better system, then that system can do so. Why is
that a problem?

 And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

Yes, them make it configurable on any aircraft you like. But it
should not be absent from any aircraft you haven't touched.

Cheers,

* Thorsten

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Re: [Flightgear-devel] scenery loading cleanup

2012-03-10 Thread Clement de l'Hamaide

Hi Mathias,

I know a lot of users who use this kind of organisation about scenery folder, 
and these users aren't scenery developpers. I think your change will breaks a 
lot of users configuration with the next release (2.8.0)
I'm convinced that your change is a good improvement (if I understand 
correctly: your changes avoid to read useless folders) and I hope you will find 
a good compromise.

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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-10 Thread Gijs de Rooy

Martin,

I just pushed a fix (thanks to Emilian for some great feedback!): 
https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2

Use --prop:/sim/rendering/shaders/quality-level=-1 to enable the custom 
settings in the Shader Options dialog. 
Apart from that the quality-level property will work as before (0 disables all 
shaders, 5 puts all shaders to max).

You might need to delete autosave.xml (or at least remove the line related to 
quality-level), because I've renamed
the real property to quality-level-internal. The quality-level prop is now only 
used for commandline input.

Feedback is welcome!


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Re: [Flightgear-devel] scenery loading cleanup

2012-03-10 Thread Martin Spott
Anders Gidenstam wrote:

 This change breaks my setup. I consider it a feature that FG used 
 to load objects from all scenery directories visited up until the first 
 one that contains terrain for the tile.

The current item in the scenery path may be defined either by having
the requested terrain tile without objects or by having the objects
tile without terrain (we're having lightships and buoys without
terrain) - or by having both.  Therefore if you need to have shared
models, just put them into the respective scenery directory where
they're being used.
Basically by reworking the tile lookup sequence Mathias just fixed a
flaw in the loader which wasn't supposed to exist.

Cheers,
Martin.
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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-10 Thread Martin Spott
Gijs de Rooy wrote:

 I just pushed a fix

Thanks, looks much better now.

 https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2

As a side note, I'd like to point out that my case wasn't about
overriding custom shader settings (as alleged in the comment in
gui.nas), I just felt unhappy with the startup *defaults*.

Cheers,
Martin.
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[Flightgear-devel] Sunrises 1.2 commit

2012-03-10 Thread Torsten Dreyer
Hi Fred  Thorsten,

I just noticed, that the Sunrises 1.2 commit reverted a change to 
environment.xml, I have commited two weeks before. That's not a big 
issue, changing that back was just a one-line change.

To help avoiding unintended changes, could you please consider joining 
our regular work-flow and use merge-requests at gitorious instead of 
copying tar-balls? It's so much easier to see what has changed and what 
will be commited to the repository.

Thank you.

Torsten

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