Re: [Flightgear-devel] Regional texturing project - Cntrl. Alt. Click

2013-02-28 Thread Lachlan Bruce
Thorsten, I normally would know this, but for some reason its not...

On Thu, Feb 28, 2013 at 6:04 PM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  Thorsten, work is halted as my co-ordinates must be wrong, can you tell
  me  the dimensions I need to use?

 Bruce, I'm not sure I understand your question - the coordinates in the
 conditional used to define a region are latitude and longitude in degrees
 (but I guess you know that, so probably you refer to something different?)

 * Thorsten

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread Vivian Meazza
Thorsten aka Renk wrote:

 -Original Message-
 From: [mailto:thorsten.i.r...@jyu.fi]
 Sent: 28 February 2013 07:57
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FG vs. FSX demo
 
  Renk, you should take a look at the default Cessna 172 in FG and it's
  mate in FSX.  The FSX version wipes the floor with the FG version with
  respect to the cockpit model.
 
 (I'd really appreciate if you guys would call me on first-name basis
 'Thorsten'...)

We had at one point several Thorstens/Torstens - I suppose Renk was just
easier. And if you start your postings Renk Thorsten people will assume Renk
is your first name.
 
 That's a question of what a fair comparison is.
 
 I'm going to assume that whoever put a demo version from FSX together has
 specifically chosen scenery and airplanes in the demo to impress users. So
 my standard of comparison is not 'How does the same airplane or the same
 scenery in FG look like' because I regard that as unfair - they got to
chose, we
 didn't. My standard of comparison would be - if I were to put together a
FG
 demo to impress users, how would that compare?
 
 You are certainly right with the c172, but the fair comparison is e.g. our
DR-
 400 against the FSX C-172, and FG is going to win that one.
 
 It doesn't matter so much that many aircraft in FG can not measure up to
that
 standard - I don't usually fly them. We have 20-30 really high quality
aircraft,
 and I doubt FSX has that many out of the box. If you count addons, we can
 field all the non-GPL hangars in return, where I believe T4T is doing some
 really impressive warbirds...
 
 If you're going into comparing 'the same' (scenery, aircraft,...) than my
next
 question would be - FG has beautiful scenery in central Iran with the
Middle-
 East texturing definitions. I doubt FSX out of the box has any scenery
there at
 all. So we're winning flat out in many cases by virtue of having scenery
 everywhere. It doesn't make too much sense to me to go into that
direction.
 
  One thing I'd really like to see put together is a The Hidden Secrets
  of FlightGear page that illustrates all the little bits that people
  aren't necessarily aware of.  Things like the hard science behind a
  lot of the things FG tries to get right that other simulation
  software completely ignores or fakes poorly.
 
 We've sort of started this here
 
 http://wiki.flightgear.org/Unique_Features
 
 My problem is that I often know very well how X is implemented in FG, I
may
 suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane
or
 FSX with all addons I don't really know for a fact if it is a genuinely
unique
 feature or if there is a 3rd party addon to FSX/X-Plane which provides the
 same thing. And we would want to be factually correct here.
 
  While we wait for the FSX screenshot, I'd like to see the FSX
  equivalents of  these as well:
 
 Honestly, I have no clue how to make a screenshot in FSX... and I don't
want
 to fiddle around with it much longer, suffice to say it gave me some ideas
 how the GUI could be, but it doesn't draw me in in any way. And you'll not
 going to find me argue that the Vinson doesn't measure up. It's a
spectacular
 model, and I do love doing carrier ops in FG.

That's really good to hear  - but if we are falling behind in some respect
then we will make an effort to improve. I am reminded that the flag and wake
shaders are inoperative when Atmospheric Light Scattering is activated. With
the departure of Emilian, I see no prospect of this being fixed unless
someone else steps up to the plate.

I recently saw a short video of FSX with moving cars and trucks populating
the roads. We can do that up to a point, and trains as well, and I forgot to
mention that we can also texture tracks and roads properly:

https://dl.dropbox.com/u/57645542/javelin-hst.png

We can only have a few - around 50 if we are to keep framerate within
bounds. If we ever get the Kent scenery fixed up well enough for release
I'll include this around Manston/EGMH.

Vivian





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[Flightgear-devel] YouTube

2013-02-28 Thread gabe van
Dear Flightgear developers,

I am starting a youtube channel and was hoping that you would kindly grant
me permission to post videos of Flightgear on my channel. I don't
discourage people from getting it, but encourage them to find opensource
alternatives, such as Flightgear. Thank you for your help, and I hope you
have a great day!

Thanks for the great game,

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Re: [Flightgear-devel] YouTube

2013-02-28 Thread Arnt Karlsen
On Wed, 27 Feb 2013 19:13:16 -0800, gabe wrote in message 
CA+rqJ2psOqLDGMtL7dEKus=bxxcqak1dqr61vj8ia+_pnt-...@mail.gmail.com:

 Dear Flightgear developers,
 
 I am starting a youtube channel and was hoping that you would kindly
 grant me permission to post videos of Flightgear on my channel. 

..url? 

 I don't discourage people from getting it, but encourage them to find
 opensource alternatives, such as Flightgear. Thank you for your help,
 and I hope you have a great day!
 
 Thanks for the great game,
 


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  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] YouTube

2013-02-28 Thread Curtis Olson
On Wed, Feb 27, 2013 at 9:13 PM, gabe van wrote:

 Dear Flightgear developers,

 I am starting a youtube channel and was hoping that you would kindly grant
 me permission to post videos of Flightgear on my channel. I don't
 discourage people from getting it, but encourage them to find opensource
 alternatives, such as Flightgear. Thank you for your help, and I hope you
 have a great day!

 Thanks for the great game,


Hi Gabe, there are a quite a few people these days posting FlightGear
videos on youtube, so I think you can just go ahead and start posting
videos without needing to ask permission from us.

Thanks,

Curt.
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 82, Issue 20

2013-02-28 Thread BARANGER Emmanuel

Geneb wrote:


As far as I know, they're still distributing it.  Games typically don't
get an official EOL like other products do.
They do still support it through their website although further
development ceased when they closed the ACES studio and sold the ESP
assets to Lockheed-Martin.
No ! ESP is just an SDK by M$ And the work of Lockheed Martin is 
absolutly separate of FS X. FS X and Prepar3D are totaly different. 
Lockheed Martin also promises no compatibility with various X Addons FS. 
And ESP is free. Lockheed Martin did not buy anything.


http://msdn.microsoft.com/fr-fr/library/ff798293.aspx



Yes, by Microsoft.
No by Lockheed Martin. FS X is still available magazin because there are 
still boxes. This is normal, many user are left on FS FS 9 and refused FS X.


It should be noted also that Prepar3D fixes many problems of FS X. Like 
what it was possible :)


regards Emmanuel

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Re: [Flightgear-devel] Aircraft Checklists

2013-02-28 Thread Alan Teeder
Stuart

Thanks, that looks as if it will do my job. I will give it a go ASAP, 
probably at the weekend.


BTW, I found a Flight article about our glass cockpit project 
http://www.flightglobal.com/pdfarchive/view/1977/1977%20-%201182.html.
The checklist display  can be seen on the extreme right hand CRT in the 
picture. It is described on page 3 of the article.

Alan

-Original Message- 
From: Stuart Buchanan
Sent: Wednesday, February 27, 2013 10:33 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Aircraft Checklists

On Mon, Feb 18, 2013 at 1:26 PM, Stuart Buchanan wrote:
 On Sun, Feb 17, 2013 at 11:56 PM, Alan Teeder wrote:
 The reason for my query was that I have found making a representative set 
 of
 checklists is becoming  very unwieldy.

 With just my entering the cockpit checks, I have already made 9 
 separate
 checklist.  Each one has about 10 checks. I have made one checklist per
 check list card on the real aircraft. These  checklist items disappear 
 off
 the top of the menu list screen, and there is no indications as to which
 checklists/cards have been completed, or which is the next to do.

 Having got this far it is obvious that the current system will not cope 
 for
 the rest of the aircraft checklists that I intend to replicate.

 OK,  sounds like you've got much longer checklists than I have encountered
 myself.

 I'll see what I can do to support multi-page checklists.  I can probably 
 add
 Next and Previous buttons to page through the checklist.

This is now available.

item nodes can now be grouped under a page, which the checklist display
handles as you would expect.

I've also added support for marker tags which leverage the existing 
tutorial
markers.

I've updated Docs/README.checklist and the wiki to reflect both these 
changes.

As always, the c172p has an example (Aircraft/c172p/c172-checklists.xml).

I've still to update the checklist-tutorial converter to support the
tags - that's
next on my TODO list.

-Stuart

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 82, Issue 20

2013-02-28 Thread geneb
On Thu, 28 Feb 2013, BARANGER Emmanuel wrote:

 Geneb wrote:

 As far as I know, they're still distributing it.  Games typically don't
 get an official EOL like other products do.
 They do still support it through their website although further
 development ceased when they closed the ACES studio and sold the ESP
 assets to Lockheed-Martin.

 No ! ESP is just an SDK by M$ And the work of Lockheed Martin is absolutly 
 separate of FS X. FS X and Prepar3D are totaly different. Lockheed Martin 
 also promises no compatibility with various X Addons FS. And ESP is free. 
 Lockheed Martin did not buy anything.

ESP is _not_ just an SDK.  It's the core of both FSX and Prepar3D.  It's a 
simulation environment builder.  Version 1.0 of Prepar3D is, with the 
exception of GUI changes, IDENTICAL to FSX.

FSX was built USING ESP v1.0.  ESP WAS a commercial product offering. 
Only the SDK side (called SimConnect) is free.  Note that ESP v1.0 still 
shows up on my MSDN subscription.  It's a four DVD set.

Lockheed isn't guaranteeing compatibility because they do not want to be 
limited in what changes can be made to the core system.  Their attitude is 
that if it works, great!  If not, can't help ya, sorry.

Lockheed DID buy ESP from Microsoft, regardless of whether or not you 
believe it.  This sale was also a contributing factor to the ACES Studio 
(the group within MS that was responsible for FSX) being disbanded.  Many 
of them are now working for Lockheed.

There were also a number of companies building commercial simulation 
products (not entertainment products) around ESP that were understandably 
furious when they were cut off from ESP without warning when the assets 
were sold to Lockheed.  I know of at least one company that was seriously 
considering legal action before deciding to just walk away from the 
market.  (and no, I'm not going to name the company.)

 http://msdn.microsoft.com/fr-fr/library/ff798293.aspx

Congrats, you found SDK docs.  Woo.

 Yes, by Microsoft.
 No by Lockheed Martin. FS X is still available magazin because there are 
 still boxes. This is normal, many user are left on FS FS 9 and refused FS X.

Wow.  Do you just wander around pulling random facts out of thin air 
whenever you think it'll make you look good?  The boxed copies of FSX that 
are being sold by Amazon retailers are NOT coming from Lockheed, they're 
coming from Microsoft.  Yes, it may be existing stock, but it sure as hell 
ain't coming from Lockheed.

 It should be noted also that Prepar3D fixes many problems of FS X. Like what 
 it was possible :)

That's because the group working on Prepar3D doesn't have any 
mouth-breathing MBA types incessantly screwing with them.

Also understand that P3D is a _training_ product, while FSX is an 
_entertainment_ product.  They even state in the EULA (pfft!) that P3D is 
NOT to be used for entertainment purposes.  (I'll say that this may have 
changed - I haven't messed around with P3D for a couple of years).  That's 
why until recently a copy would cost you $499.  Within the past year or so 
they've come out with an Academic license for $49.  The only difference 
is that it watermarks the video with the P3D logo.  If you want to 
experiement with P3D, you can buy a developer license for $10 a month.

Wow.  I just checked the website and they've totally redone it.  It's no 
longer $499 for a normal copy, they've dropped it to $199.

Myself and the people I hang out with are VERY serious sim geeks.  We do 
crazy crap like scratch build 737 flight decks and rebuild wrecked jets 
for giggles.  Anything that can affect how we do what we do is of EXTREME 
interest.  That's why I've got a pretty good handle on what went on with 
Lockheed and ESP.

g.


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Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Renk Thorsten
 You asked for ideas for a more descriptive text - I've gone one better  
 and
 added descriptive texts to the gui. My design aim was to provide the  
 average
 user with some indication of which option he should choose and in which
 circumstance. It's only a shallow redesign. It would be nice, I think, to
 allow max vis range to be as low as 10kms, and also if this could be  
 driven
 by z/Z. However, these items are beyond the scope of what I set out to  
 do.

Thanks.

I can do the first item easily (I do think 10 km max visibility are a bit on 
the low side, but it doesn't hurt anyone..).

As for z/Z - can we reach a decision first what to do with this? James and 
Stuart seemed to be considering to drop this key binding, and I would actually 
prefer that as well. Is there a compelling reason to manage visibility by key? 
For me, this resembles more an arcade game strategy  than a realistic 
simulation.

(If we keep z/Z, it'd be nice if anyone can give me a pointer how to link it 
with the max. visibility or just do it, because I don't know how it's done...)

* Thorsten
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 82, Issue 20

2013-02-28 Thread Heiko Schulz
Hello C-VALL,

 No ! ESP is just an SDK by M$ And the work of Lockheed Martin is 
 absolutly separate of FS X. FS X and Prepar3D are totaly different. 
 Lockheed Martin also promises no compatibility with various X Addons FS. 
 And ESP is free. Lockheed Martin did not buy anything.

 http://msdn.microsoft.com/fr-fr/library/ff798293.aspx

The french (!) page you linked says, that:
The Microsoft® ESP™ SDK is the core component of the ESP product. ESP is a set 
of tools that enables simulation of real-world objects.
...
The primary tool, ESP.exe, is a flight simulator, and this SDK can be used to 
create add-on components for it 

So ESP is not a SDK, but contains SDKs. 

About Prepar3d:
Lokheed Martin writes on their homepage http://www.prepar3d.com/ about Prepar3d:

Prepar3D furthers the development of Microsoft® ESP™ while maintaining 
compatibility with Microsoft Flight Simulator X, allowing many thousands of 
add-ons to be used within Prepar3D.

It is different yes, but Prepar3d is based on ESP, and ESP is based on FSX.
Lockheed Martin bought ESP and the licences and developed it further for their 
needs.
Not the same, but the same origin and base, and it can be used in the same way 
for same thing and more.
You won't see much difference between a image of FSX and Prepar3d. 

So I don't see why gene is wrong here. 


Regards
















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Re: [Flightgear-devel] Iceland textures

2013-02-28 Thread Oliver Thurau
  Did you test your airfield grass with some of the newer generated terrain
  (LOWI in my case)?

 No, I didn't. Shouldn't make a difference for rendering purposes how you
 created it, at this stage it's all vertices and pixels and the shaders
 don't care where they come from or how they connect.


Not sure about the airfield grass, but at least the concrete and tar
surfaces for taxiways and apron use a different mapping.
If i remember correctly 1 x 1 meter in the new scenery builds.
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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread Stuart Buchanan
Hi Thorsten, :)

On Thu, Feb 28, 2013 at 7:57 AM, Renk Thorsten wrote:
 My problem is that I often know very well how X is implemented in FG, I may 
 suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane or 
 FSX with all addons I don't really know for a fact if it is a genuinely 
 unique feature or if there is a 3rd party addon to FSX/X-Plane which provides 
 the same thing. And we would want to be factually correct here.

The 2.10 release has sparked some interest over at avsim.com
(http://forum.avsim.net/forum/198-the-flightgear-forum/) where various
FS-X and X-Plane users have been giving it a try and comparing it with
other sims.  It makes for interesting reading - I hadn't appreciated
what a big deal not being able to configure a joystick from a GUI was
until I read a couple of comments highlighting it as a big V2.10
feature.  There's also positive comments about atmospheric rendering,
smoothness and FDM quality.

I agree that working out what's unique is difficult, and it's a moving
target given the add-ons.  Just last week I read a thread from someone
asking about failure mode (MTBF/MCBF), something we've had in FG for
years.  Further down the thread someone responded saying they'd just
written an iPhone/iPad app to do just that.  Ah well, it was unique
for a couple of years at least :).

-Stuart

PS:  Further up the thread Thorsten mentioned that FS-X instruments
seemed jerky.  IIRC the instrumentation in MSFS has a fixed refresh
rate (30fps?).

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread geneb
On Thu, 28 Feb 2013, Renk Thorsten wrote:

 Renk, you should take a look at the default Cessna 172 in FG and it's
 mate in FSX.  The FSX version wipes the floor with the FG version with 
 respect
 to the cockpit model.

 (I'd really appreciate if you guys would call me on first-name basis 
 'Thorsten'...)

I think that's the result of how your name is shown in the email header - 
it says Renk Thorsten, so us murricans think your first name is Renk. 
:)  You might want to stick a comma in there. :)


 You are certainly right with the c172, but the fair comparison is e.g. 
 our DR-400 against the FSX C-172, and FG is going to win that one.

It's a best foot forward kind of thing.  The quintessential default 
airplane in MSFS has been the 172.  The default set of airplanes in FG 
should be the absolute best of the best, simply because that's what a new 
user is going to be exposed to for their first time.  First impressions 
are everything.  Someone will see the FG 172 and instantly assume that the 
rest of the simulator is like that.

 One thing I'd really like to see put together is a The Hidden Secrets of
 FlightGear page that illustrates all the little bits that people aren't
 necessarily aware of.  Things like the hard science behind a lot of the
 things FG tries to get right that other simulation software completely
 ignores or fakes poorly.

 We've sort of started this here

 http://wiki.flightgear.org/Unique_Features

I was hoping for more hard science items, such as all the great work 
that's gone into taking terrain masking into account with radio navigation 
aids.  I _seriously_ doubt MSFS or XP has gone to that extreme, but I know 
for a fact big commercial simulators do it.

 Honestly, I have no clue how to make a screenshot in FSX... and I don't 
 want to fiddle around with it much longer, suffice to say it gave me 
 some ideas how the GUI could be, but it doesn't draw me in in any way. 
 And you'll not going to find me argue that the Vinson doesn't measure 
 up. It's a spectacular model, and I do love doing carrier ops in FG.

If you like, we can take this off-list and I can work with you to provide 
FSX screenshots to compare against ones you're doing in FG.

g.

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Re: [Flightgear-devel] Website update request

2013-02-28 Thread YOSHIMATSU Toshihide
Hi Curt,

Again, thanks for updating the website.

I found a few more broken links which seem to be happened by recent changes.

7. http://www.flightgear.org/download/main-program/

7-3. FlightGear Manual links to
http://www.flightgear.org/download/Docs/getstart/getstart.html
Should be corrected to
http://mapserver.flightgear.org/getstart/

7-4. FTP mirrors links to
http://www.flightgear.org/download/mirrors.html#ftp
Should be corrected to
http://www.flightgear.org/download/mirror/

Cheers,
Toshi


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Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Curtis Olson
Hi Thorsten,

Using z/Z to adjust visibility is something from the earliest days of the
simulator project, before METAR weather, probably before clouds, and the
sky dome.  I don't personally mind if the z/Z key bindings go away.

What I do care about though is that FlightGear continues to be useable as a
flight training tool.  An instructor working with a student may wish to set
a specific visibility, specific cloud layers, specific winds, specific
turbulence, all as part of a training scenario designed to instruct or
challenge or catch a student off guard.

We've always been able to set the individual weather parameters, either
through the built in weather dialog box, or by setting raw property values.
 Setting raw property values allows nasal script control over the weather
(as I'm sure you well know) :-) but it also allows external control of the
weather, for instance by some external gui tool, or by some tool that wants
to setup equivalent visual conditions across multiple FlightGear PC's
running in sync.

So whatever we do, we can't override the ability to get low level granular
control of the weather parameters, and not just so that advanced weather
can manipulate them exclusively, also so that external tools can manipulate
them without advanced weather getting in the way or overriding the settings.

BTW, your email name is configured as Renk Thorsten so if you do find
yourself being called by your last name, it may be a simple
misunderstanding deriving from that.  My dad calls all his neighbors by
their last name out of friendliness and respect, so it could also be that
too. :-)

Thanks,

Curt.


On Thu, Feb 28, 2013 at 3:31 AM, Renk Thorsten wrote:

  You asked for ideas for a more descriptive text - I've gone one better
  and
  added descriptive texts to the gui. My design aim was to provide the
  average
  user with some indication of which option he should choose and in which
  circumstance. It's only a shallow redesign. It would be nice, I think, to
  allow max vis range to be as low as 10kms, and also if this could be
  driven
  by z/Z. However, these items are beyond the scope of what I set out to
  do.

 Thanks.

 I can do the first item easily (I do think 10 km max visibility are a bit
 on the low side, but it doesn't hurt anyone..).

 As for z/Z - can we reach a decision first what to do with this? James and
 Stuart seemed to be considering to drop this key binding, and I would
 actually prefer that as well. Is there a compelling reason to manage
 visibility by key? For me, this resembles more an arcade game strategy
  than a realistic simulation.

 (If we keep z/Z, it'd be nice if anyone can give me a pointer how to link
 it with the max. visibility or just do it, because I don't know how it's
 done...)

 * Thorsten

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Re: [Flightgear-devel] Website update request

2013-02-28 Thread Curtis Olson
Thanks, I wonder how I ever could have missed those ... ?!? ... but thanks
for sniffing them out so we can get them fixed.

Curt.

On Thu, Feb 28, 2013 at 4:48 PM, YOSHIMATSU Toshihide wrote:

 Hi Curt,

 Again, thanks for updating the website.

 I found a few more broken links which seem to be happened by recent
 changes.

 7. http://www.flightgear.org/download/main-program/

 7-3. FlightGear Manual links to
 http://www.flightgear.org/download/Docs/getstart/getstart.html
 Should be corrected to
 http://mapserver.flightgear.org/getstart/

 7-4. FTP mirrors links to
 http://www.flightgear.org/download/mirrors.html#ftp
 Should be corrected to
 http://www.flightgear.org/download/mirror/

 Cheers,
 Toshi



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-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
--
Everyone hates slow websites. So do we.
Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
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