Re: [Flightgear-devel] 2.10.1

2013-05-03 Thread James Turner

On 30 Apr 2013, at 23:22, Saikrishna Arcot saiarcot...@gmail.com wrote:

 Are there still any plans to release a 2.10.1?

I've been very busy the past few weeks, but in theory the binaries are done and 
exist (on Jenkins) for Windows, Mac and Linux. After some testing, It just 
needs 'someone' to upload/mirror them I guess.

Did any test the Windows installer from Jenkins yet?

Regards,
James

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-03 Thread grtuxhangar team
Arnt
You ask me information i took time to give you the most simple answers.
Up to you to create a complicated world with FlightGear and others..

When you are flying with Flightgear which is an interactive  dynamic
systems:
 you must know how to choose your view and your camera heading ( on my side
i do use the mouse )
you must know how to prepare the aircraft , start the engine, down the
flaps ( if required ) push the throttle.
you must know how to fly with the rudder, aileron, elevator., with your
joystick or your mouse

AND
Along your flight when you  see  a picture within your screen which is
good to you then you can  make a screenshot with push F3.key.

But i am, right now,  sure that you did know everything, you are just
making fun, of me.

Thanks for it

Ahmad




On 3 May 2013 02:06, Arnt Karlsen a...@iaksess.no wrote:

 On Fri, 3 May 2013 00:14:46 +0200, grtuxhangar wrote in message
 CAFEVUtBn+iz58w=tNERnJ9Wu=x+7pmd72hteekgpycstncj...@mail.gmail.com:

  Arnt,
 
  OK
  I have a question, when you are flying with FG how do you aim your
  camera ?
 
  Your answer is my answer .

 ..no.  I said one final chance, and you blew it.

 
  Regards
 
 
 
  On 2 May 2013 23:17, Saikrishna Arcot saiarcot...@gmail.com wrote:
 
   He's asking you from what view you take the screenshot. Do you take
   it in the fly-by view? Do you take it in the model view? What is the
   zoom/FOV that you use?
  
   There are several ways/views from which I can take a screenshot of a
   Boeing 777. I can take it from the model view, where I'm positioned
   right behind and above the plane with a zoom/FOV of 40. I can take
   it from the co-pilot's seat looking at the cockpit panel. I can
   take it from a passenger seat looking at the left wing.
  
   Saikrishna Arcot
  
   On Thu 02 May 2013 11:20:11 AM CDT, grtuxhangar team wrote:
Hi Arnt
   
Sorry i don't understand your question.
Screenshot is screenshot  of your  FG SCREEN  , nothing else.
   
Kind regards
   
Ahmad
   
   
On 2 May 2013 17:07, Arnt Karlsen a...@iaksess.no
mailto:a...@iaksess.no wrote:
   
On Thu, 2 May 2013 12:57:00 +0200, grtuxhangar wrote in
message
CAFEVUtBa7-=VKkc6jWKxGtZ=y7k9d-+2o9v461al4b59cgt...@mail.gmail.com
 mailto:
   y7k9d-%2b2o9v461al4b59cgt...@mail.gmail.com:
   
 Hello,

 If i have offended somebody with my not fluent English, my
apologizes
 for it.

 No i/(we)  don't use Google , there is not any (free)  good
 translator from English to several language including those
 officially in use in the middle east and north-africa.


 Anyhow, i was surprised by the Arnt question regarding: how
 to get
   a
 screenshot.
   
..one final chance: Think of the F3 button as you do with
your camera trigger button, and think of your mainframe and FG
as your
   camera.
   
..now, whenever you take a picture camera, you first aim your
camera towards whatever you want to take a picture of, then you
push down the camera's F3 trigger button to actually take the
picture and record it onto disk or film.
   
..so, my question is, _how_ do you aim your camera?
   
   
 Ahmad


 On 2 May 2013 11:01, TDO Brandano tdo_brand...@hotmail.com
mailto:tdo_brand...@hotmail.com wrote:

  I strongly suspect we need a French interpreter. Google
translate is
  obviously failing to properly traduce the more nuanced
meanings and
  contexts.
  Arnt said: just pressing F3, as you said you did, will
  produce a picture of the Cessna C172 on the KSFO runway.
  There are other settings used to start Flightgear and
  prepare the scene. To replicate the same problem we need
  the entire setup for each screenshot. He never claimed
  that F3 was a custom screenshot
button.
  That single your was a synthesis for Using just F3 as
  you
said,
  and would be obvious to anyone using the English language
  regularly. Now, I am the first saying that English is not
  a very pretty language. But it is effective in helping
  communication, because compared to most other options it
  is fairly easy to
   learn.
  It still baffles me that there are people working with
  computers around the globe that stubbornly refuse to even
  attempt to learn
   a
  little English out of pure campanilism.
 
  --
  Date: Thu, 2 May 2013 02:00:29 +0200
  From: hohora...@gmail.com mailto:hohora...@gmail.com
  To: flightgear-devel@lists.sourceforge.net
mailto:flightgear-devel@lists.sourceforge.net
 
  Subject: Re: [Flightgear-devel] Atmospheric Light
  Scattering
 
  Arnt

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-03 Thread geneb
On Fri, 3 May 2013, grtuxhangar team wrote:

 Arnt,

 OK
 I have a question, when you are flying with FG how do you aim your camera ?

 Your answer is my answer .

grtuxhangar team, you're basically trying to have a logical conversation 
with a fence post.  You'll be a lot happier if you just add his email 
address to your killfile.


g.

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Re: [Flightgear-devel] 2.10.1

2013-05-03 Thread Vivian Meazza
James,

I re-installed the Jenkins nightly Win build from yesterday - seems OK,
although I have NOT done any extensive testing. I'm seeing regular crashes
here from ALS and Rembrandt, but that's nothing new.  I'm getting a number
of errors on start-up; they seem harmless:

 

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm

[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another

property.

Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 

ALC Error (sound manager): Invalid Enum at context creation.

 

Check your IOrules! (write to 'Z:/do-not-access' is allowed)

Check your IOrules! (read from 'Z:/do-not-access' is allowed)

 

Image D:/Git_New/my_fgdata/Textures.high/Terrain/transition1.dds

uses compressed textures which cannot be supported on some systems. (about
50 times)

 

These are all of interest to developers only: they are not something about
which the user can do anything, so I would suggest that they are downgraded
to warnings for the release from their current alert status.

 

I would be more concerned over the state of the data. The reinstall has
partly solved the Screenshot directory issue - it now uses the default
Working Directory, but the gui input is still stuck. We have a small glitch
with Stuart's latest iteration of the Random Vegetation (aka trees) with
what I think is probably a mipmapping issue.

 

Otherwise, I reckon we're good to go so far as Win 7 is concerned. I will
have a look with XP later if you would like. Unless that is there's been
something since last night .

 

Vivian 

 

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 03 May 2013 12:17
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] 2.10.1

 

 

On 30 Apr 2013, at 23:22, Saikrishna Arcot saiarcot...@gmail.com wrote:





Are there still any plans to release a 2.10.1?

 

I've been very busy the past few weeks, but in theory the binaries are done
and exist (on Jenkins) for Windows, Mac and Linux. After some testing, It
just needs 'someone' to upload/mirror them I guess.

 

Did any test the Windows installer from Jenkins yet?

 

Regards,

James

 

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[Flightgear-devel] about fdm properties

2013-05-03 Thread jean pellotier
Hi the quiet mailing list :)

  here are some questions about the fdm properties :

- How come some fdm properties don't have the same meaning, dépending 
the fdm used?

i'm thinking of properties in the following property trees:

/accelerations
/orientation
/velocities
/position

if you want some examples, you can have a look at the bug reports 202:

http://code.google.com/p/flightgear-bugs/issues/detail?id=202

and 901:

http://code.google.com/p/flightgear-bugs/issues/detail?id=901

those are properties i needed to use and found buggy, but they could not 
be the only one affected.


- is there anybody among the dev interested in this area of FG anymore? 
despite the bug report and the solution proposed, nothing change, except 
the need to have external patch to have this right.


- would it be a good idea to document those properties somewhere? if so 
i can make  a list, but i would let the description to english native users.


imho, this make FG broken in some area (like hud trajectory marker with 
jsbsim for the sideslip, or the reported speed in radar2 for yasim 
planes) but the only comments i got in the bug reports were what will 
it break to put it right.

jano







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Re: [Flightgear-devel] about fdm properties

2013-05-03 Thread Alan Teeder

For the sideslip question there is a well established sign convention. 
JSBSim at least should follow that exactly as it mechanises the equations of 
motion that are in use industry wide.

The convention is Sideslip is positive  when the sideslip is to starboard. 
In other words Sideslip angle Beta = V/U

Note, as ever there can be confusion.  The main confusion is between yaw and 
sideslip.

Yaw to port is positive. If the aircraft is given positive yaw, but 
maintains flight in the original direction, then it will have negative 
sideslip, as the sideslip is to starboard.

I think that you a right in assuming that the developers are not interested 
in the FDMs.
I posted this a week ago 
http://sourceforge.net/mailarchive/forum.php?thread_name=C6C640DA467C4D118C9A794C6A46D433%40AlanPCforum_name=flightgear-devel
 
and have not seen a single comment.

It exposes a serious problem in JSBSim which affects all Datcom users.

Perhaps eye-candy and endless mud slinging about the merits of various 
renderers is a more interesting subject.

-Original Message- 
From: jean pellotier
Sent: Friday, May 03, 2013 6:35 PM
To: FlightGear developers discussions
Subject: [Flightgear-devel] about fdm properties

Hi the quiet mailing list :)

  here are some questions about the fdm properties :

- How come some fdm properties don't have the same meaning, dépending
the fdm used?

i'm thinking of properties in the following property trees:

/accelerations
/orientation
/velocities
/position

if you want some examples, you can have a look at the bug reports 202:

http://code.google.com/p/flightgear-bugs/issues/detail?id=202

and 901:

http://code.google.com/p/flightgear-bugs/issues/detail?id=901

those are properties i needed to use and found buggy, but they could not
be the only one affected.


- is there anybody among the dev interested in this area of FG anymore?
despite the bug report and the solution proposed, nothing change, except
the need to have external patch to have this right.


- would it be a good idea to document those properties somewhere? if so
i can make  a list, but i would let the description to english native users.


imho, this make FG broken in some area (like hud trajectory marker with
jsbsim for the sideslip, or the reported speed in radar2 for yasim
planes) but the only comments i got in the bug reports were what will
it break to put it right.

jano







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Re: [Flightgear-devel] about fdm properties

2013-05-03 Thread Alan Teeder
I did say there is scope for confusion
Please amend my post to say yaw to starboard (right) is positive. I lost my 
pair of green and red socks which normally serve to remind me on this 
matter.

With a red (and green) face.

Alan

-Original Message- 
From: Alan Teeder
Sent: Friday, May 03, 2013 7:07 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] about fdm properties


For the sideslip question there is a well established sign convention.
JSBSim at least should follow that exactly as it mechanises the equations of
motion that are in use industry wide.

The convention is Sideslip is positive  when the sideslip is to starboard.
In other words Sideslip angle Beta = V/U

Note, as ever there can be confusion.  The main confusion is between yaw and
sideslip.

Yaw to port is positive. If the aircraft is given positive yaw, but
maintains flight in the original direction, then it will have negative
sideslip, as the sideslip is to starboard.

I think that you a right in assuming that the developers are not interested
in the FDMs.
I posted this a week ago
http://sourceforge.net/mailarchive/forum.php?thread_name=C6C640DA467C4D118C9A794C6A46D433%40AlanPCforum_name=flightgear-devel
and have not seen a single comment.

It exposes a serious problem in JSBSim which affects all Datcom users.

Perhaps eye-candy and endless mud slinging about the merits of various
renderers is a more interesting subject.

-Original Message- 
From: jean pellotier
Sent: Friday, May 03, 2013 6:35 PM
To: FlightGear developers discussions
Subject: [Flightgear-devel] about fdm properties

Hi the quiet mailing list :)

  here are some questions about the fdm properties :

- How come some fdm properties don't have the same meaning, dépending
the fdm used?

i'm thinking of properties in the following property trees:

/accelerations
/orientation
/velocities
/position

if you want some examples, you can have a look at the bug reports 202:

http://code.google.com/p/flightgear-bugs/issues/detail?id=202

and 901:

http://code.google.com/p/flightgear-bugs/issues/detail?id=901

those are properties i needed to use and found buggy, but they could not
be the only one affected.


- is there anybody among the dev interested in this area of FG anymore?
despite the bug report and the solution proposed, nothing change, except
the need to have external patch to have this right.


- would it be a good idea to document those properties somewhere? if so
i can make  a list, but i would let the description to english native users.


imho, this make FG broken in some area (like hud trajectory marker with
jsbsim for the sideslip, or the reported speed in radar2 for yasim
planes) but the only comments i got in the bug reports were what will
it break to put it right.

jano







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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Stuart,

 Sent: 01 May 2013 22:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
  I'm using a very recent pull of fgdata with no local mods. The hat
effect
  shows up from low angles in all material modes - regional/global/dds.
  It's most apparent at EGMH, but can also be seen at KSFO. At higher
  angles or if I zoom in it disappears from the closer trees - but, like
  you, I can still see it at longer ranges. The angle/range effect would
  suggest that it's a mipmap thing - perhaps try a bit more space around
the
 trees in the texture?
 
 I've just pushed a fix to simgear that reduces the height of the UV
mapping
 by 0.004.
 Please let me know if this fixes the problem.  I expect that some trees
will
 have been slightly trimmed by this.  I'll go through the textures and
correct
 them once you and Thorsten confirm the issue is fixed.
 

I part-solved the screenshot issue. Here's a pic of the hats on the middle
distance trees: 

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png


You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom in they disappear.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Alan Teeder
-Original Message- 
From: Vivian Meazza


I part-solved the screenshot issue. Here's a pic of the hats on the middle
distance trees:

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png


You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom in they disappear.

Vivian


They look like stork nests to me. ;-)  Now all is that is needed are some 
storks and their chicks. 


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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Alan

 Sent: 03 May 2013 20:50
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 -Original Message-
 From: Vivian Meazza
 
 
 I part-solved the screenshot issue. Here's a pic of the hats on the
middle
 distance trees:
 
 https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png
 
 
 You have to be really eagle-eyed to spot them, if you change the viewing
 angle or zoom in they disappear.
 
 Vivian
 
 
 They look like stork nests to me. ;-)  Now all is that is needed are some
 storks and their chicks.
 

I suppose you will want regional variations to match the stork populations?

Ever noticed the bloody great gulls we have winging around the scenery?

Well - I suppose it would be doable ...

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Alan Teeder


 They look like stork nests to me. ;-)  Now all is that is needed are some
 storks and their chicks.


I suppose you will want regional variations to match the stork populations?

Ever noticed the bloody great gulls we have winging around the scenery?

Well - I suppose it would be doable ...

Vivian
-


I thought that  the storks and gulls were part of the scheme to mark 
thermals for glider pilots. How did they get into the tree texture code?

Alan 


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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Alan

 Sent: 03 May 2013 22:38
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 
 
  They look like stork nests to me. ;-)  Now all is that is needed are
  some storks and their chicks.
 
 
 I suppose you will want regional variations to match the stork
populations?
 
 Ever noticed the bloody great gulls we have winging around the scenery?
 
 Well - I suppose it would be doable ...
 
 Vivian
 -
 
 
 I thought that  the storks and gulls were part of the scheme to mark
thermals
 for glider pilots. How did they get into the tree texture code?
 

Birds live in trees - simples.

Vivian



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