Re: [Flightgear-devel] Extracting stability derivative s in JSBsim/Yasim
On August 24, 2010 01:16:43 am Ron Jensen wrote: I am far from an expert on turbine engines, or the JSBSim turbine model, but here it goes: (I'll use the f16 engine file, F100-PW-229.xml, as an example) Idle thrust is the factor from the IdleThrust table multiplied by the value in the milthrust tag. So, at Mach 0 at Sea Level, the running engine produces 0.0488 * 17800.0 lbs = 869 lbs idle thrust and 1. * (17800.0 - 869 idle thrust) lbs = 16931 lbs mil thrust N2norm is derived from the throttle position. It is essentially just a lag filtered throttle command. We square the N2norm value, which is between 0.0 and 1.0, multiply that by the mil thrust value, which is reduced from the configured value by the amount of idle thrust (previous equation), then add the idle thrust back in thrust = idlethrust + (milthrust * N2norm^2); so the engine varies between 869 lbs + ( 16931 lbs * 0.0^2) = 869 lbs thrust and 869 lbs + ( 16931 lbs * 1.0^2) = 17800 lbs thrust If the afterburner is on (a.k.a, augmentation or reheat) the AugThrust table is used in conjunction with the MaxThrust tag to increase the thrust available using throttle position (we are in augmeathod = 2). Augmethod =1 simply replaces the above thrust calculation with the prodoct of the AugThrust table value and the MaxThrust tag with no control available. Hope that wasn't too unclear? Questions? Ron I think this is what I need to work with. Thank you very much. Ampere -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Extracting stability derivative s in JSBsim/Yasim
On August 21, 2010 11:39:52 pm Ron Jensen wrote: On Saturday 21 August 2010 15:57:30 Jon S. Berndt wrote: Now I am getting confused. I need an example. Say if I have the following entry: function name=aero/coefficient/CDo descriptionDrag_at_zero_lift/description product propertyaero/qbar-psf/property propertymetrics/Sw-sqft/property value0.016/value /product /function What does this do? What does 0.016 signify? Ampere Ampere, In your example, the following modified version would be a *coefficient* definition, function name=aero/coefficient/CDo descriptionDrag_at_zero_lift/description product value 0.016 /value /product /function But, that has to be turned into a force through multiplication by wing area and dynamic pressure: propertyaero/qbar-psf/property propertymetrics/Sw-sqft/property We are assuming that the CDo coefficient value is a constant 0.016. So, the definition of the example you gave, above, is actually a force. So, more properly, this would be defined as a force, e.g.: function name=aero/force/CDo descriptionDrag_at_zero_lift/description product propertyaero/qbar-psf/property propertymetrics/Sw-sqft/property value0.016/value /product /function Is that more clear? Jon Or in computer-ish math: CDo = Qbar * WingArea * 0.016; // QBar = Velocity^2 * air_density / 2; Drag = CDo + All_Other_Drag_Function_Coefficients; Looking at our units (forgive the American engineering units, I spend much of my engineering study efforts reading NACA documents and I find units like the Newton and Pascal to be obtuse and inane) Velocity squared = (ft/s)^2 Density = slug/ft^3 Area = ft^2 (ft/s)^2 * (slug/ft^3) * ft^2 = slug * (ft/s^2) = mass * acceleration = force The 0.016 would be a non-dimensional coefficient of drag. http://en.wikipedia.org/wiki/Drag_coefficient gives us the equation Cd = 2 * Force / ( density * velocity^2 * Area) Solving for force, which is what we need to fly: Force = Cd * Area * ( density * velocity^2 ) / 2 But QBar = ( density * velocity^2 ) / 2 So Force = Cd * Area * QBar Which brings us back to the original xml function fragment. Thanks, Ron Thank you very much Jon and Ron. That certainly cleared things up for me. I only have one question left, which is my original question regarding turbofan in JSBsim. How does JSBsim simulates a turbofan engine? Ampere -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Extracting stability derivative s in JSBsim/Yasim
On August 20, 2010 12:26:47 am Jon S. Berndt wrote: The property names starting with aero/coefficient are actually misleading. Historically, they really were coefficients. Now, however, the functions in the aerodynamics section of the config file define forces and moments. So, you have to de-non-dimensionalize them :-) Hello Jon, Now I am getting confused. I need an example. Say if I have the following entry: function name=aero/coefficient/CDo descriptionDrag_at_zero_lift/description product propertyaero/qbar-psf/property propertymetrics/Sw-sqft/property value0.016/value /product /function What does this do? What does 0.016 signify? Ampere -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Extracting stability derivatives in JSBsim/Yasim
Hello all, How would I go about extracting the stability derivatives from the FDM in JSBsim and Yasim? I would also like to extract the stability derivatives from the engine model. Ampere -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Extracting stability derivatives in JSBsim/Yasim
On August 19, 2010 08:32:50 pm Jon S. Berndt wrote: Look at the aircraft config file. The functions in that section define forces and moments. If you know the non-dimensionalizing parameters, you can extract the derivatives. What is it that you need from the engine? Jon Hello Jon, I found table entries such as aero/coefficient/CDalpha. I'm guessing those are the non-dimensional derivatives? As for the (turbofan) engine, I would like to know how JSBsim calculate thrusts at different altitude and airspeed based on the entries in the engine config file. Ampere -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear contest
On October 24, 2008 12:38:46 pm Curtis Olson wrote: 1. Do we like the idea of a scavenger hunt type contest? If so, what types of questions would we ask or what things would we ask people to find? I assume we would keep this to the default scenery area. And we should keep the questions/goals reasonably simple and easy and quick to discover. If you want a scavenger hunt, then this is one idea. Through an add-on package, the company's logos can be placed in a few places on the scenery, or on planes on area where you'd expect to see a logo. The user can then be required to find all the logos, let say five. The logos should be very easy to find, but one of them should be very well hidden. The company should like this, since they will be advertised in game. Now, the problem with this is that permission will have to be sought from the company to use the logo, and they will want to add a clause to the add-on package regarding the use of their logo, and it will mean this package won't be free (free as in freedom). This is a legal aspect that will have to be worked out. I don't quite like the screenshot idea, since it will be a lot of work as you said, and might cause complains because beauty is subjective. A scavenger hunt plus a draw is more systematic and fair. Ampere - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How I spend my spare time
On October 2, 2008 04:05:04 pm Martin Spott wrote: Ok, apparently my response got lost - again so, here's my second attempt: gerard robin wrote: Well, i thought that costline was calculated with the intersection of the sea level (or water level) and the ground altitude. I was wrong, my imagination was (is) out of reality. :) No you're correct. The point is: Automagically calculating the intersection of terrain with sea level is unreliable because a) the elevation data is too inaccurate and b) tides make a huge difference - which also adds to a). Since we have multiple data, could we somehow apply a Kalman filter in such a way so as to come up with a good approximation for the coastlines? Ampere - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Questions on flight model
Hello all, As part of a project at school, I have been trying to come up with equations of motion for an aerial platform, so that I may use the equations to design a control system. The issue is that I'm having trouble coupling linear and angular dynamics. Specifically, I need to describe the change in velocities in the body frame, while the body frame is rotating about its origin and moving in a straight line in the inertial frame. I'll need to write out some math in this E-mail, so I'm going to use Matlab's method of expressing matrix (ie. comma will separate columns, and semicolons will separate rows). From AIAA papers, I have seen the equation of motions of a body frame expressed in Newton's second law as: F = M V_dot where: M = [m, mOC x ; mOC x, J] V = [V ; omega] where: m is the total mass of the aerial platform OC is the vector from the center of lift to center of gravity J is the inertia matrix V and omega are velocity vector and angular rate vector respectively x is cross product mOC x V_dot is obviously torque about center of lift, but what is mOC x omega_dot? How do I express the change in linear velocity while the body frame is rotating? Ampere - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Questions on flight model
Thanks for the reply. I've just looked through that section, and it seem that omega x v (eq. 1.5-13) is a recurring theme in dynamics modelling. After doing unit analysis, I found that it gives acceleration. So I guess I will try making use of it in my own equations of motion. Another thing that caught my attention: equation (A) on page 70 seems very similar to the infinitesimal rotational transformation, although it has zeros in the diagonal instead of ones. The document doesn't explain how it is derived, but am I correct to say this is how it is done? eq(A) dt = [1, -d psi, d theta; d psi, 1, -d phi; -d theta, d psi, 1][phi; theta; psi] - [1, 0, 0; 0 1 0; 0 0 1][phi; theta; psi] Ampere On September 24, 2008 11:14:07 pm Jon S. Berndt wrote: Have you taken a look at the Formulation section in the JSBSim Reference Manual? That might help. See the Documentation link at the top of www.jsbsim.org. Jon - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: Large movie
On July 11, 2008 12:18:27 am Curtis Olson wrote: This code has been ported to a small gumstix embedded computer which runs Linux... How much do your avionics cost and what brand of IMU are you using? Ampere - Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] flightgear to simulink
On July 3, 2008 03:45:03 pm Salvador Roberto Vazquez wrote: Hello, My name is Salvador Vazquez. We are working on an autopilot here at UCSC and I am working on the ground station and since our autopilot is not working i want to use flightgear for data. But the problem is I want to use flightgear's own autopilot but be able to pick lon,lat, and alt on matlab and transfer it to flightgear's autopilot in real time. i have been working with simulink but the inputs for the flightgear's 6d of animation takes in a vector with 6 inputs lat long alt heading pitch and i cant remember the last one. But anyway i was wondering if you could possibly give me advice on how to set up something in simulink so i can pick lat long and alt to have the autopilot of flightgear take it there in real time. I would truly appreciate any help with this problem. I should also mention that I am an intern and do not know much on simulink, although i have been reading up it is still a very advanced program that i can not learn in such a short time. Please help and thank you. I haven't done this so I'm not sure if it will work. But if you have the Aerospace Toolbox installed, you should be able to find 'Pack net_fdm Packet for FlightGear' and 'Send net_fdm Packet to FlightGear' under Aerospace Blockset Animation Flight Simulator Interfaces. Add the two blocks and connect the output of the 'Pack' block to the input of 'Send' block. Double click on the 'Pack' block and check 'Show velocity/acceleration inputs', then try sending in the appropiate signals. Note that Simulink only has support up to version 0.9.10. Ampere - Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] LANDING SIMULINK
On March 10, 2008 09:01:24 am Curtis Olson wrote: I'm not a gps guy, but I think differential gps systems work based on the phase of the signal and the stations select a common set of satellites for their solution. We actually have a person a the UofMN working on a project where the two ends can be mobile and the system computes the relative distance between the two mobile station ... so you could plunk one end down at the end of your temporary runway for doing virtual ILS/precision landings. But that still doesn't fully resolve that the real world ground elevation may not match exactly the elevation in FlightGear so there will always be some kind of discrepancy when rendering real flight data in a simulator ... especially when taxiing or touching down. Regards, Curt. Hello Curt, Now that you've mentioned common set of satellites, you have reminded me that corrections are made to the pseudorange observations, not the calculated position of the receiver as I have stated incorrectly earlier. Pseudorange is the distance between the receiver and the satellite measured by the receiver. Regarding the phase: technically, all GPS positioning deals with phase. But you shouldn't have to deal with it, and it is most likely not worth the effort to deal with in this project of yours anyway. You are not trying to implement a GPS receiver here. What you want to do is to just post process the observations and screen out the jumps. Phase could come into play if you are correcting for atmospheric and ionospheric refraction. In your case however, if your receivers are within 500 km range, the errors introduced to your baseline by refraction would be neglegable. For your last problem regarding Flightgear scenery: suppose you have used two receivers and recorded the relative movement of the plane with respect to the ground station. In FG, you could do the reverse by moving the model with respect to a reference point on the terrain. As long as your local terrain is a large flat area, the resulting visualization should not have too many instances of model submerging into the ground. :) Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Suggestion to make FlightGear multiplayer compliant with HLA
On March 6, 2008 08:50:46 am Petr Gotthard wrote: Hi Oliver, the HLA specifications (IEEE 1516) are not free, that's a disadvantage. However there are open-source HLA run-time environments (e.g. http://www.cert.fr/CERTI), so it's not necessary to implement whole new HLA run-time environment. You will still need specifications std1516.1-2000 and std1516.2-2000 to implement a federate with proper interface to the RTI, as I have just found out. ;-) Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Suggestion to make FlightGear multiplayer compliant with HLA
On March 7, 2008 02:53:32 pm Ampere K. wrote: On March 6, 2008 08:50:46 am Petr Gotthard wrote: Hi Oliver, the HLA specifications (IEEE 1516) are not free, that's a disadvantage. However there are open-source HLA run-time environments (e.g. http://www.cert.fr/CERTI), so it's not necessary to implement whole new HLA run-time environment. You will still need specifications std1516.1-2000 and std1516.2-2000 to implement a federate with proper interface to the RTI, as I have just found out. ;-) Ampere After some hunting, I came across lecture notes on HLA here: http://www.ecst.csuchico.edu/~hla/courses.html Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] wiki mess
On March 2, 2008 10:53:48 am Georg Vollnhals wrote: Torsten Dreyer schrieb: Am Sonntag, 2. März 2008 14:40 schrieb Gijs de Rooy: You could start with editing if you want. I'm done for now. May I say that after not visiting the wiki site for a while my first impression on the new look was: ***whow*** it looks much better than before! Thanks for the improvement! TOrsten It didn't look too bad before either until someone added a third column. Anyway, this new look is a great improvement indeed. Thank you! Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] estimating visibility
On February 20, 2008 05:36:16 pm Mike Schuh wrote: On Wed, 20 Feb 2008, Melchior FRANZ wrote: * Melchior FRANZ -- Wednesday 20 February 2008: One effect that could also be considered is wind speed. Hmm ... and temperature. Very hot should probably reduce the visibility as well, even if it's dry. Have to play a bit more with temp/visibility, wind/visibility etc. tables. I wonder if a multiple regression against several factors would turn up anything useful: vis = f(humidity,temp,wind,ceiling,elevation,sun_angle,ground_cover) Not sure how to incorporate sun_angle for values 0 (i.e., night). Moon? ground_cover might allow for dusty areas v. urban settings, etc. This line of investigation sounds very interesting! -- Mike Schuh - Seattle, Washington USA http://www.farmdale.com You are forgetting the term that matters the most -- density of the particulate matters. By particulate matters, it could also be air molecules themselves. Sun angle by itself wouldn't be useful. You will also need to know the types of particles you are dealing with and their scattering functions. You will then use the scattering functions to determine how much light is being directed toward or away from you. Ground cover is definately a variable, and an example you have pointed out is urban setting. The other settings would be desert, forest, ocean and snow. Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] PNG textures in CVS
About time we can use PNG for textures. You have my full support. :) Ampere On February 18, 2008 04:06:32 pm AJ MacLeod wrote: Hi all, Now that our data has been properly branched, I would like to move to using PNG (or, where suitable, JPEG) textures in my models. I've seen no drawbacks in my testing so far, only considerable benefits... In disk space: 2.5M 2008-02-18 20:50 throttle_panel.rgb 981K 2008-02-18 20:50 throttle_panel.png ...and even more importantly (to me) in simplifying workflow. I can compose a texture in inkscape, export it to PNG with a keystroke or two and see the results in AC3D virtually instantly. Using RGB means converting the png output from inkscape to rgb before reloading in ac3d - one extra step, but when you repeat the above process literally hundreds of times the extra hassle is very significant. I'm not suggesting we convert all our existing textures to PNG or JPEG, only asking if there is any objection to my using such textures in models destined for CVS from now on. Anyone? Cheers, AJ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D trees
On Sunday 30 December 2007 12:09:28 LeeE wrote: It's Interesting to see that they have less impact than billboards but I wonder if this means that there's a problem FG's billboards implementation - after all, a billboards are just single (split) poly objects, albeit ones that rotate to face the viewer. I think it's the transparency in the texture that is the problem. On a related note, the visual realism of Flightgear can be increased if Bi-directional Reflectance Distribution Function (BRDF) can be incoporated when applying textures to vegetation area, especially for area that are at considerable distance from the camera. Basically, this is to simulate the reflectance and transmittance of a canopy when view at different angle, and could give similar results to using million of tree models, without actually using million of tree models. Just an idea, Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Microsoft patent on scenery rendering
On Sunday 23 December 2007 13:12:17 Robert Black wrote: I was doing a search and ran across this http://www.freepatentsonline.com/7158135.html It came up because it referenced terragear docs. Thought some might be interested. Not that I care about software patents in the first place, but it looks like they are patenting ideas that are in public domain already. Since when has that become possible? Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Microsoft patent on scenery rendering
On Sunday 23 December 2007 13:44:15 Shad Young wrote: Ampere K. Hardraade wrote: On Sunday 23 December 2007 13:12:17 Robert Black wrote: I was doing a search and ran across this http://www.freepatentsonline.com/7158135.html It came up because it referenced terragear docs. Thought some might be interested. Not that I care about software patents in the first place, but it looks like they are patenting ideas that are in public domain already. Since when has that become possible? For a very long time, and is why some of us have been actively fighting software patents and other forms of Intellectual Property laws which do nothing to protect authors and are in place to protect the profits of large corporations and stifle innovation and competition. Just to elaborate: I am against software patent. But when someone can patent ideas that are in public domain, then it doesn't just concern software patents anymore. It means the entire patenting system is broken. Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)
On Thursday 01 November 2007 09:32, Curtis Olson wrote: Certainly we could and should take a look at cleaning up the scenery render engine API within FlightGear. I think the problem here is about sceney _data_ generation as much as about the scenery engine itself. The sceney generation process is overly complex, many people who tried didn't get far for one reason or another. Then, we have experts who know how everything ties together but simply don't have the time to maintain the code. Finally, when scenery actually gets generated, it either lost a lot of details or worst, has a lot of errors. There are a few opensource libraries that are dedicated to the features that you have mentioned. GTS, for example, can do continious LODs as well as CSG. The great thing about using existing libraries is that these libraries are purposely designed, dedicated to what they do, and are maintained by experts, instead of being hacks that are written once and hardly get looked at afterwards. So, not only will we able to cut holes into the terrain for runways, we will also be able to do so better and much more efficiently. Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Positioning Point of View and controlling direction I look
On Tuesday 23 October 2007 14:47, Mike Yukish wrote: So how do I change the direction in which I am viewing and the position that I am viewing from? I did not see them in the list of properties, which seemed like a good guess on where they'd be. The camera balls on aircraft typically are hanging below the fuselage. Try: /sim/view/x-offset-m /sim/view/y-offset-m /sim/view/z-offset-m Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Serious simmer
On Wednesday 19 September 2007 22:45, Jon S. Berndt wrote: Check this out. Serious simmer: http://mysite.verizon.net/antonioe/index.html Jon I have seen far more serious simmers. :P Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Several , identical Aircraft from various authors in FlightGears
On Tuesday 18 September 2007 17:51, gh.robin wrote: I was talking about a usual past policy (as far i remember) within the FlightGear community which avoid to have several identical Aircraft. I mean, to avoid that the same original real Aircraft would be modeled by various FG models developers each one making and committing the models. The answer from Emmanuel Baranger, (he has the cvs access) , is: On FS there is tens of versions of the same Aircraft which are made by various Authors and this does not shock anybody. But you, this should not shock anybody within the FlightGear community. You have a way of closed mind thinking, which does not allow any progress There are ten versions of a single aircraft for MSFS due to close nature of those projects -- no one can edit and redistribute someone else's aircraft, but everyone has his/her own idea on how an aircraft model should be made. Such barriers do not exist in FG, so there is not many reasons why two or more persons can't cooperate on a single aircraft. Ampere - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New screen streamer and mpcam
On August 23, 2007 06:18:03 am Pigeon wrote: Yes. I definitely haven't got all sceneries for that FG. I do now have terrasync running. But FG currently doesn't load the newly downloaded scenery until the next run. Maybe worthwhile making FG to be able to reload scenery or something (either manually requested by user, or check file mtime maybe?). I definately remember FG loaded sceneries on the fly as they come in via Terrasync. Perhaps your current setup fools FG into thinking it is not where it is supposed to be, thus not updating the sceneries? Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce]: 3D-cockpit for the 737-300
On August 23, 2007 05:30:30 pm Heiko Schulz wrote: Hi, After a lazy sunday I got enough of the 2d-Panel of the Boeing 737-300. With a little help of google, I found wonderfull panelshots, so I started to make a 3D-cockpit for the Bobby. Here a first screenshot: http://www.hoerbird.net/fgfs-screen-410.jpg Wow! That's quick. It would take me at least a week or two to reach that kind of progress. :) I announce this hopefully that there is no other one making the same work ;-) There is still a plenty of work, but I hope to get this to CVS about in 1-2 weeks. Need a MCDU by any chance? :P http://www.students.yorku.ca/~ampere/mcdu.png Is there anyone maybe providing a eletrical sytem for the 737? Greetings HHS Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce]: 3D-cockpit for the 737-300
On August 23, 2007 05:30:30 pm Heiko Schulz wrote: I announce this hopefully that there is no other one making the same work ;-) There is still a plenty of work, but I hope to get this to CVS about in 1-2 weeks. Come to think of it, that was a half-finsihed 737 cockpit floating around off CVS, made by Julien Pierru, David Culp, and several others. I think I have its tarball. If you want it, I can send it to you, but it is 9.3MB. Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New screen streamer and mpcam
On August 21, 2007 06:08:11 am Pigeon wrote: Just goto: http://mpserver02.flightgear.org/?mpcam Then click on the video icon near the top right. You'll need flash support in your web browser. The map will automatically follow whoever the mpcam is targeting. That's simply amazing! Now people can see what FlightGear is like before downloading. :D Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Gas turbine engines modeling
On July 17, 2007 06:23:05 am Ulrik Hjort wrote: Hi, On the goal/wish list gas turbine engine modeling is mentioned. Anyone who know the status on this project ? I'm interested in this topic but will not jump into it before I know what the status is. Anyone already started on it ? /Ulrik If I remember correctly, FlyingToaster said he was working on one. I have no idea how that turns out though. Ampere - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Weather interpolation patch
On July 15, 2007 07:27:48 pm Hans Fugal wrote: I once went from reasonable headwind to strong crosswind during short final. It was quite exciting. It is quite annoying. It pretty much defeats the purpose of following glideslope and locolizer. I am in favor of interpolating weather changes, rather than the wall of weather. This problem has been known for years and still haven't been fixed. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [off list] patch for control locking byautopilot
On June 28, 2007 09:44:54 am Roy Vegard Ovesen wrote: On Wednesday 27 June 2007 23:05, woodyst wrote: The diffs are at http://www.eurogaran.com/fgfs/fgfs_ap_joy_locking.diff and http://www.eurogaran.com/fgfs/kap140_locking_controls_capable.diff AFAIK real life autopilots can be overpowered by the pilot. Wheter this is done by brute force or if the servos can sense that they are being overpowered and then let go, I don't know. Since we don't have any force feedback support in Flightgear, we'll have to make the autopilot sense that it is being overpowered. The hard part will be how to decide that the pilot is trying to overpower the autopilot. One possibility is to press a button to tell that you are overpowering. My guess is that it probably monitors the integrated term in a PID controller, and disengages when the value reaches a certain threshold. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft design idea: Cirrus Jet
On June 29, 2007 01:44:27 pm Curtis Olson wrote: I got to see it a day earlier, even before the folks that have plunked down $100k to get on the waiting list got to see it ... but all the employees got to see it before me. I'm more interested in those guys who plunked down $100k just to see it than the actual plane itself. :P Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)
On June 21, 2007 02:54:26 am Martin Spott wrote: So, what's your proposal for a working solution that can be achieved with the available resources ? If your comment was meant as a joke, then please mark it as such for example by using a smilie, Martin. I simply don't see vehicle simulation as a possible venture. As an example: In a vehicle simulation, you need smooth terrain, meaning high resolution terrain. In a flight simulation, you want low resolution terrain because you are seeing so much terrain at a time. The two requirements go against each other. So, I would suggest focusing resources on improving the flight aspect of the simulator instead. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Hornet, the first autogyro for flightgear
On June 21, 2007 03:04:40 pm Maik Justus wrote: We are very pleasured, that Don gave us any detailed information about the hornet we asked for and exported his SolidWorks model for fligthgear (!!!). What steps did he take when exporting the model. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)
On June 19, 2007 05:25:24 pm Martin Spott wrote: While you are at it, don't forget simulating railway trains - their timetables are publicly available :-) Martin. _If_ they ever reach their station. Most likely they would derail at the next immediate bend... uh, I mean corner. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal Error - For the - Author of Concorde - Continued
On Thursday 07 June 2007 20:51, Forums Virgin Net wrote: Nasal runtime error: nil used in numeric context at C:/Program Files/FlightGear/data/Aircraft/Concorde/Nasal/Concorde-instrument.nas, line 304 called from: C:/Program Files/FlightGear/data/Aircraft/Concorde/Nasal/Concorde-jbsim.nas, line 71 Aerotro / Michelle Check whether such property exist: /instrumentation/cg/sensor-in Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] groundspeed
On Wednesday 30 May 2007 21:53, syd sandy wrote: Hi Jon , thanks for the reply , I'm not sure I know WHAT I'm doing anymore :) I wanted to output groundspeed to a property in /velocities/, in knots, so that it would be available for instruments... rather than having it redone in Nasal ... but nasal is beginning to look more inviting at the moment ... and I just discovered I cant return gspd Its probably a simple matter for the gurus , which I'm definately not ! cheers, Syd Hello Syd, If I were to build an instrument on an actual aircraft for measuring ground speed, I would use an accelerometer and integrate its output. So, following this concept, you could implement this in Nasal by using the following algorithm: 1) implement a data type for holding the velocity and simulation-time for the current frame. Then, push the instance of the data type into a queue every frame. (The queue can be found here http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data/Aircraft/A380/Systems/FDX/Switch/queue.nas?revision=1.1view=markup) 2) Go through the queue and dequeue instances that are X seconds old. Then, calculate the delta_t between two instances and multiple the value by the acceleration in one of the instances. 3) Summing up all the results in step 2 and dividing the result by X should give you the ground speed. I hope this helps. :D Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 737-300 FDM patch for gearlocat ionand contactpoints
On Friday 18 May 2007 23:47, Jon S. Berndt wrote: 737 drawing: http://hawker.smugmug.com/gallery/92076/1/3226720#3226720-O-LB JB http://boeing.com/commercial/airports/3_view.html More accurate. :) Also: http://boeing.com/commercial/airports/737.htm Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More ideas on dogfighting
On Monday 14 May 2007 04:38, Stuart Buchanan wrote: If what you are suggesting is that to use MP, we will have to run the FDM on a server and accept a much lower refresh rate on the client, then I don't think that is acceptable as it will make the civil MP experience much worse. This isn't as big a deal as many have advocated. There's no requirement that the FDM server has to be run at a central location. The server can be run on the client machine as well, serving FDM functions to the client only, and latency wouldn't be an issue at all. From what I can see, a FDM server brings in tremendous potentials to Flightgear, whereas enhancement to the present architecture would offer little. For example, to enable multiple users to fly a single aircraft, there must be some sort of server to recieve inputs from multiple locations and to multicasts FDM outputs. There's no reason why one would want to hack a client to make it do the jobs of a server when this can be very easily implemented if a dedicate FDM server is present. My conclusion is that the dog-fighting MP protocol (using a server FDM) is going to have to be completely separate from the civil MP protocol (usign a client FDM). -Stuart That's an absolutely awful idea. You will end up with two development branches to keep track of, and inevitibly the more popular protocol would end up being much more advanced than the less popular one. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More ideas on dogfighting
On Sunday 13 May 2007 03:52, Harald JOHNSEN wrote: Now if the server is doing the FDM computation it's obvious that there is no need to do that 120 times per second because the data can not be send at that rate. How many loops does the mp server need to do per second ? 10 ? 20 ? At that frequency you could handle 100 clients with no problems. Harald. As far as I know, the FDM frequency controls the fidelity of the simulation. It has no relationship with the I/O frequency. Since the FDM takes so little CPU power, the amount clients that can be served should be dependent on the bandwidth. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FW: [vtp] Looking for partner in
On Sunday 13 May 2007 13:52, Martin Spott wrote: Norman Vine wrote: -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On http://www.howardzzh.com/research/terrain Hey, apparently these guys had quite some fun :-) The results are impressive ! Martin. We could always simulate topographical features via spherical harmonics. :P Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More ideas on dogfighting
On Sunday 13 May 2007 15:05, Maik Justus wrote: Maybe it is easier, that the clients run their own fdm and the combat-server makes a test of the actual performance of the client against stored values, which could be generated by a script (maximum acceleration, turn rate, speed for several sets of orientation/speed). Maik That wouldn't solve the problem of syncing clients' positions across the entire network. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More ideas on dogfighting
On Friday 11 May 2007 10:28, Gene Buckle wrote: Banned? BANNED?! Good luck with that. If this wasn't involving a _simulator_, I might be inclined to agree with you. However, it's a bloody _game_. Things that go *boom* in games are typically pretty cool. While development over the past few years might give the preception that Flightgear is a game, Flightgear is actually meant to be a serious flight simulator. Things that go boom are cool in games, but they are also useless; more so in a simulator. Part of the reason why I'm against combat elements in Flightgear is that as more military stuffs get added, the more Flightgear appears like a game. If people still want Flightgear to be treated as a serious flight simulator, then the less combat capabilities the better. (unless you're against the unfair exploitation and destruction of things that don't exist) Of course I'm not against doing fly pass over your virtual house and dropping virtual napalm daily... If you don't care for virtual combat, hey that's fine. You don't have to work on combat related systems or use combat aircraft. However, if you climb upon your high horse to ban this or that, don't be too shocked to find yourself flat on your back, staring up at the sky while I warm up my barbecue to enjoy some recently made horse steaks. If you want virtual combat so much, there are plenty of combat simulators available out there. But don't expect me to loose any sleep if you choose them over Flightgear. As for banning, regardless of whether virtual combat is implemented or not, banning is going to be implemented one way or another -- whether it is banning combat completely, banning combat capabilities from civilian servers, or banning different generations of aircraft from different servers. I'm really not worried. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More ideas on dogfighting
On Thursday 10 May 2007 18:52, Curtis Olson wrote: There are some people involved in the FG project that do not enthusiasticly embrace weapons and are not excited about combat functionality. I think the goal here should be to tread cautiously, respect people's views and opinions on the matter, and from the other side, remember this is an open source project and there is a certain amount of freedom involved here that I would like to protect. I am one of those who are not enthusiastic about adding weapons to FlightGear. However, if combat capability is added, I think we would need to limit its scope. In my opinion, putting cannons on to planes is acceptable, but dropping bombs on ground is pushing it. As to missiles and other smart weapons, I think they should be banned out right. Also, with cannons, a player must get into certain range to another for the weapons to be useful. So, the planes of the naughty ones can be rigged to explode if they are on an intercept course and are too close to an unarm aircraft. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More ideas on dogfighting
On Thursday 10 May 2007 10:58, James Palmer wrote: Suggested Solution #1 - DFMP is server driven and server coordinated: The dogfighting MP (DFMP) should be server driven (thanks to Lethe for the insight into this direction) and server coordinated. Clients should send user input information to the server and let the server calculate where the player is on the earth and inform the player of it. The server would also be responsible for determining whether a collision has occured. This is the approach taken by many of todays MP Internet games. If the server is capable of providing accurate and timely positioning information on aircraft, then the clients can do the collision detection. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Interest in adding dogfighting capability
On Wednesday 09 May 2007 15:19, James Palmer wrote: Multiplayer - I still have alot of reading to do in this area. Any suggestions for allowing submodel information to be sent to the server and other players are greatly appreciated. As far as I know, players are not sync across the network, meaning that while objects A and B collides from your prespective, they might not from another player's prespective. Ampere - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerodrome charts...
On Wednesday 14 March 2007 23:01, sydsandy wrote: Hello all, I received a reply from NAV CANADA regarding using Aerodrome charts to edit airports : Dear Syd, Thank you for contacting NAV CANADA with your inquiry. Using the below mentioned charts in such a way is considered an infringement on NAV CANADA copyrights. However, we can licence you to use these charts for an annual fee. If you are interested or if you would like more information you can contact Rob Cook, our Director of Commercial Services. His phone number is (613) 563-7464 and his email is [EMAIL PROTECTED] So thats that , but curiosity has got the better of me , I think I'll contact Rob Cook Cheers, Syd What do they mean by in such a way? Would you mind posting your original message? Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear scripting
On Tuesday 27 February 2007 23:11, Jon S. Berndt wrote: 3. or is there a way to run a script in Flightgear to do the equivalent? As I mentioned, the Nasal scripting language for FlightGear is highly regarded, from what I understand. I unfortunately have not had time to play with that, either. Jon There are two threads in our official forum that might help: http://www.flightgear.org/forums/viewtopic.php?t=184 http://www.flightgear.org/forums/viewtopic.php?t=105 Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Interesting blog: Flightgear versus X-Plane
On Friday 16 February 2007 18:46, Heiko Schulz wrote: Hi, found this today: http://hans.fugal.net/blog/articles/2007/01/26/x-plane-vs-flightgear Very interesting. It's from this year! Greetings HHS Thanks! Very informative. Regarding Terrasync that was mentioned in the blog -- yes it is useful and convient, but it doesn't seem to be supported on Windows. Then again, I don't ever run Flightgear on Windows, so I wouldn't know. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear remote modules
On Tuesday 13 February 2007 02:21, Martin Spott wrote: Did you already find one that matches ? Martin. If you want an example: Designing multimedia applications on real-time systems with SMP architecture Abstract Large real-time multimedia systems such as flight simulators have adopted multiprocessor architecture to handle the large amount of events and computations. Existing realtime scheduling algorithms designed for single-processor systems such as Rate Monotonic (RM) and Earliest Deadline First Algorithm (EDF) have very poor performance on multiprocessor systems. On the other hand, most online scheduling algorithms for multiprocessor systems have poor schedulability conditions for real-time applications. In this paper, we study different ways to design real-time applications on SMP machines. This one is interesting too: Implementation of a flight trainer simulator using a microprocessor based network: a system architecture selection report Abstract After a general introduction concerning flight simulator development problems and the goals of the study, functional and development requirements are specified and the needed computing capacity is evaluated. (The same methodology can be applied to any real-time embedded computer system.) Typical benchmarks are introduced and analytical expressions on the time spent on communication are explained for cases of common memory, Multibus II and VME. The conclusions indicate the preferred solution, why it was selected and intentions for continuation of this work in the immediate future. The methodology presented and the resulting solution provide a simple way for combining existing hardware elements to achieve a low-cost implementation. Did _you_ find any report that matches? If you did but can't access it, I can try and access it at my university. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear remote modules
On Monday 12 February 2007 14:10, Curtis Olson wrote: snip Otherwise you are probably going to be wrestling with a complete reachitecting of the entire FlightGear structure. Things like the property system work great in a single thread application, but start to break down when you split modules off into separate computers ... how do you effeciently and robustly replicate the property system across a distributed set of PC's, especially if you want any remote module to be able to change any property at any time? Might be a fun project for someone's phd thesis if they are specializing in distributed systems. :-) Curt. A place where one would likely find such phd thesis is IEEE's website. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] weekly bug roundup
On Sunday 11 February 2007 23:41, Ron Jensen wrote: Have you installed the Stockill database models? http://fgfsdb.stockill.org It looks like you pulled his global objects file http://flightgear.stockill.org.uk/download/GlobalObjects.tgz without pulling the shared model file http://flightgear.stockill.org.uk/download/SharedModels.tgz there is nothing out-of-date, these files exist and work, they only need to be installed. hmm... wouldn't it be nice if you can put the above information into the wiki? Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The infamous invisible wall of weather
On Thursday 01 February 2007 14:47, Curtis Olson wrote: When a weather update only changes the cloud layer heights, then we can slowly/smoothly move them to the new heights. But when we need to add or remove layers or the coverage % changes, then we might be able to slowly blend layers in and out using alpha/transparency. Regards, Curt. Could the clouds be represented as AI objects? That way, different regions of the sky could be populated differently based on the metar info of that region, and the sort of transistion effects that you have outlined above would not be needed. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
On Thursday 25 January 2007 02:46, Dene wrote: With or without cloaking device? Oooh... I wonder what sort of methods could pull that off. :) Wouldn't a Klingon warbird be a nice alternative to the UFO? I would assume so. :) Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
On Wednesday 24 January 2007 14:54, Stewart Andreason wrote: I have finally reached a point where I can call it done, with only some flight-handling details remaining. So I have a few questions: Is there a programmer's guide to nasal and xml? Not really, though there is a homepage for Nasal: http://www.plausible.org/nasal/ 2nd: Does the ufo flight model have any variables I can set, to Detect the ground and stay above it? I think you should be able to pull it off with Nasal by modifying the properties under /positions. 3rd: Does the ufo flight model support vertical take offs and landings? (I see reactor jets in the harrier model, but ...) Possibily, with Nasal, also by modifying properties under /positions. 4th: material emissions do not cast light on nearby surfaces. Are there other light sources available? Unfortunately, no. 5th, an observation: It seems there is a ceiling at 262410 ft. above which, there is no black space. No, I don't expect to fly to the moon, but it would be cool to see the earth from space. ;) Yeah, that's a bugger. I can't use FG in a presentation for a microsatellite. :( Screenshots and downloadable files are at: http://www.geocities.com/sandreas41/flightgear_aircraft.html Looks good. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] B-29 And Flightgear
On Wednesday 24 January 2007 22:57, Brian Penix wrote: Second, besides the B-29 stuff I do Geographic Information Systems (GIS) for a living and have loads of data where that is concerned. Having loads of GIS data is great, but the first thought that came to my mind after reading this sentence is copyright issue. We also are almost done with building footprints for selected cities that should allow for more realistic buildings in the model. How those footprints are generated would be a more interesting topic, in my opinion. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] pick animation
On Wednesday 10 January 2007 09:04, Josh Babcock wrote: It might also be a good idea to suspend dynamic view when the cursor is over a pickable object. Josh Err... I think that's a bad idea. One simple reason is that if the user is looking at an engineering panel, for example, he/she would never be able to pan view. :P How about having the user holding a keyboard key, say Ctrl, which then disable the dynamic view and enable all the mouse buttons to be used for clicking 3D objects? This way, the conflict between panning and object-selection can be resolved, as well as avoid clicking on buttons by accidents. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] patch for Yasim (printing out inertia tensor)
This may be a little off topic, but: What is a tensor? Thanks in advance, Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] The version parameter is missing in FG?
Is it just me or does FG currently lack a version parameter for returning its version number? Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?
On Thursday 28 December 2006 13:17, Roberto Inzerillo wrote: Hi, I am digging into terrain tiles creation in order to get a few airports layout more close to reality. I wonder if there's an alternative or if there's even space to experiment new ways in getting a highly customized geometry (especially for airport terrain meshes). I am not very satisfied about the TaxiDraw/Terragear pipeline because of its limitations in the mesh creation technique. snip thanks, Roberto Last year, a few others and I did experiment with converting FAA airport diagrams (vector PDF) into 3D models then importing them into FlightGear... if that's what you are looking for. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Low poly Aircraft models
On Saturday 16 December 2006 08:26, Josh Babcock wrote: Dene wrote: Hi, A question for aircraft developers, everyone enjoys flying high poly models...the screen shots look great! How hard would would it be to save/export/what ever, low poly versions for use as statics? as you might gather I know nothing of the model development cycle so am asking the question ...would it be a simple save as low poly or a total ground up redevelopment? My intention is to start making my planes with pretty aggressive LOD. This will help frame rates, but not memory usage. I can also start exporting the low LOD versions separately as static models. I have no idea when I will get around to this, but I do intend to do it. Josh Speaking of LOD, I find the current system, namely the range animation, inadequate. It doesn't take zoom into account, so parts that should have been visible are turned off when one zooms from a kilometer away. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to begin program with the Flight Gear
On Wednesday 13 December 2006 21:57, tangyong wrote: I am a green hand in Flight Gear,and it's my fist time to touch it.I'v read the readme.introduction,I find that the core of FlightGear is the property tree system.But the introduction is too simple,and I don't know how the Flight Gear work with the property tree.Could you grive me some suggestion about how to begin program with the Flight Gear.What's my first step?Or could you give me some documents about the property tree.Is there some programer guide about how to begin with it.Thank you. Best regard, Tom What is it that you want to do? Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear and Google Earth, again.
On Friday 08 December 2006 19:22, Ampere K. Hardraade wrote: On Sunday 03 December 2006 08:16, Pigeon wrote: Hi all, I had a bit more fun with FG and GE this weekend. Here is a quick writeup. I wrote a little script to read FG's data using --generic with a protocol defined to send only lat/lon/alt/heading/pitch/roll. The script then output a GE KML file, GE reads it and updates the position and orientation of a c172p model I imported into GE. Pigeon. This will interest you: http://www.alpix.com/3d/worldwin/WW2d_Java.html Scroll down. :) It seems to be open sourced. Ampere Here is something more in-line with what we are using already: http://www.ossim.org/OSSIM/ossimPlanet Snaps.html Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear and Google Earth, again.
On Sunday 03 December 2006 08:16, Pigeon wrote: Hi all, I had a bit more fun with FG and GE this weekend. Here is a quick writeup. I wrote a little script to read FG's data using --generic with a protocol defined to send only lat/lon/alt/heading/pitch/roll. The script then output a GE KML file, GE reads it and updates the position and orientation of a c172p model I imported into GE. Pigeon. This will interest you: http://www.alpix.com/3d/worldwin/WW2d_Java.html Scroll down. :) It seems to be open sourced. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Periodic 'stutter' in FG
On Friday 08 December 2006 17:34, Georg Vollnhals wrote: Hi, this occured to me the first time when I changed over to Linux, never had that on WinXP. After some research I found that I have to change the video sync in my NVIDIA X Server Settings. This reduces the frame rates (ie 115 to 85) but the stuttering is corrected and FlightGear runs very smooth, both on PLIB and OSG. I think you could also apply a cap to FG's framerate by passing a property. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Using FG for class presentation
We had the presentation today and it went extremely well. Althought FlightGear was only ran for some 2 minutes to show the flight profile of the Concorde, the simulation made the presentation a whole lot more interesting. Much thanks to those who have provided help over the past few days. :) I didn't know how to create a file by hand for the playback protocol, but luckily, Nasal was there to save the day. I have attached this script file to this E-mail for those who are interested. Ampere af_flt_4590.tar.gz Description: application/tgz - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Forums integration thought
On Wednesday 29 November 2006 13:29, Arnt Karlsen wrote: On Wed, 29 Nov 2006 09:27:29 -0800, Alex wrote in message I'd also hate to look in two places. On the other hand, changing how we present the mailing list archives so they look like a forum _and_ allow replying if you have logged in ... would be really useful. Logging in implies an account whose email address has been verified in the same way that mailman does. So it can't be used for spamming unless you could easily have spammed with the mailman list system. ..I too like this way of doing it. Same here. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Using FG for class presentation
On Saturday 25 November 2006 18:27, Arnt Karlsen wrote: On Sat, 25 Nov 2006 22:02:17 +0100, wim wrote in message [EMAIL PROTECTED]: You may want to try the following app to extract your data: http://www.frantz.fi/software/g3data.php ..is also Debianised. For other alternatives, play with apt-cache feeding it search strings like extract data from graph scan. Etc. Cool, thanks. Is there similar tool for processing vector graphics? http://www.bea-fr.org/docspa/2000/f-sc000725a/pdf/appendix4p.pdf Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Using FG for class presentation
On Friday 24 November 2006 04:27, Stuart Buchanan wrote: I'd suggest using the playback protocol (described here: http://www.flightgear.org/Docs/getstart/node3.html#SECTION03350 000). Thanks. Do you have high-granulairty position/speed data for the flight? If so, you might just want to munge together an appropriate replay file rather than fly it yourself. The replay format is straightforward. I think I do... but they are in graphs, so I will have to find someway to get the data out. -Stuart Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Using FG for class presentation
My group and I are going to have a presentation on the Concorde's crash (Air France Flight 4590) next week in our Engineering Ethic class, and I am thinking whether I should include FG to spice up our presentation... My idea is to show the event of the crash within FlightGear, and if possible, play the audio file from the CVR in the background and using the nasal to display the subtitles. If I am to go for this, how should I preceed? Thanks in advance, Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nose strut absorber animation , anyone worked on that?
On Sunday 12 November 2006 06:21, Detlef Faber wrote: There is a property /gear/gear[0]/compression-norm (at least in yasim), you can use for that. I seem to recall seeing similar variable in JSBsim as well, but I don't have access to FlightGear right now so I cannot check. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG and multicore processor
On Tuesday 07 November 2006 10:50, Curtis Olson wrote: I'm not saying we should not ever do threading in flightgear, indeed we have two sub threads along with the main program already. Shouldn't there be three? Or is FlightGear not getting inputs from the user when it hangs? My only point is we shouldn't thread something that takes 0.5% of the processor time of the main thread just because we think threads are cool. I disagree. Performance isn't everything. More on this later. Threads impose a huge penalty in terms of complicating the code, hiding really subtle bugs, and maintaining threaded code over time just complicates this matter because new people come in and make changes when they don't fully understand all the subtle interrelationships (timing, functionality, etc) of the code. My opinions on: Subtle bugs -- these get hidden anyway without the help of multiple threads. New people coming in who don't know what they are doing -- we get these with single thread application too. People just dive into the code without any aid of documentation -- the documentation like those used by the mechanic who fixes your car -- the maintenance manuals. And what do people who don't know what they are doing do? They introduce subtle bugs. And other people who don't know what they are doing create the so call work-arounds and hide these subtle bugs. And the cycle goes on... So, if the complexity of multithreading causes things to break constantly and whenever someone screws up, it isn't exactly a bad thing. So sure, we can add more threads, but there needs to be some really substantial justification for doing it, and if there isn't a significant performance based justification as part of that, then I will be very sceptical. Some simulation require the stability of their update frequency. With these, you can't have a process that interrupts and ocassionaly lengthens the length of one iteration. Consider one end, you have a code that takes up 0.5% of the processor time updating the property tree, and on the other hand, you have an external application that is feeding off these properties to drive a hydraulic motion platform. Now, suppose the user is in some maneuver that brings into view a very sophisicated scene, and due to the single thread, causes a momentary lockup of the renderer, and hence the lockup of the simulator. The external application was used to seeing the property tree getting update once per 0.05 second, but now, it sees ONE update of 1 seconds, and assumed that the acceleration as 100g instead of 5g. So: 1) Should the hydraulic jacks try to simulate that 100g? 2) Should the safety system kicks in and shutdown the sim? #1 is completely out of the question, as someone could be killed. So, #2 is the only viable option. Unfortunately, single thread and #2 don't mix, because alarms would be going up all the time. As you can see, although putting that 0.5% in its own thread would make no performance gain, it would make a huge difference in terms of the realism of the simulation, and its impression on those engineers who are evaluating FlightGear. Regards, Curt. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG and multicore processor
On Tuesday 07 November 2006 14:50, Durk Talsma wrote: With the advent of multicore CPU's I have actually been considering the possibilities of moving parts of the AI code to a separate thread. The problem with AI isn't so much that it uses huge amounts of CPU time, but that it needs it (at least in the current implementation) in spikes. Currently this results in quite considerable pauses (which can actually last up to a few seconds, or more). The two main offenders are: - AI model loading, due to disk access. - The AI network route tracing algorithm, which just needs to do a lot of searching. It would possibly be possible to keep the trace algorithm in a single thread. By limiting the number of computations per frame, but I don't really see a clean way to implement that right away (especially not for the trace algorithm. Cheers, Durk Why not make it runs as a stand-alone application on a remote machine, and distribute the AI information to every user who is logged on? This would allow everyone on the multiplayer to see the same AI instances; and for those who are running FG on multiple computers and monitors, the same instance of clouds across all their screens? Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG and multicore processor
On Tuesday 07 November 2006 23:20, Curtis Olson wrote: Really! We should go out of our way to find a workable non-threaded solution before we add new threads to the code. One could always break FlightGear into sub-applications and let them communicate via UDP ports. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] What does control gear/gear[0]/position-norm property in A-10?
On Tuesday 07 November 2006 15:10, Roberto Inzerillo wrote: Hi, I'm new to aircraft model animating, I'm trying to understand what does control the gear/gear[0]/position-norm property in the A-10 aircraft ... I really don't get it :-(Any help? I'm in the process of learning how to make parts of the aircraft move under certain circumstances. By now I'm reading the .xml files regarding the landing gears movement, so I came to that position-norm property which seems to control the rotate animation. Roberto Most likely the extension/retraction animation of the nose landing gear. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG Issues
On Monday 06 November 2006 18:52, alexis bory wrote: Time to go to bed, I did test something like 30 aircrafts... there is still 50 to be tested ! http://wiki.flightgear.org/flightgear_wiki/index.php?title=List_of_%27compa Good to see my aircraft run okay so far. :) tible%27_aircrafts#List_of_.27compatible.27_aicrafts the longuest is writing the result in the wiki... Ah yes, lab report is always the most dreadful part. good night all ;) Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Star Wars Mod :-)
On Friday 27 October 2006 19:11, Jon S. Berndt wrote: Has Flight gear gotten into outer space? I have not checked them out lately but Orbiter is a free (restricted?) space sim. The JSBSim FDM can achieve orbit (I've done it using it outside of FlightGear in the standalone mode) but I don't know if the graphics can handle it. Jon Last I tried, the graphics are not there. Could be interesting to use FlightGear as a satellite launching simulator. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenSceneGraph
On Tuesday 24 October 2006 17:44, Mathias Fröhlich wrote: Hi, I had worked now for some time on an OSG port of flightgear. At the moment many things are already working. - Scenery and 3d models are there. - Animations work mostly as expected. - The usual lights including the vasi are there. - The 3d panel is displayed and interactive. - The sky looks as usual - including stars and the 2d clouds. - The HUD's. - The usual menus. What is missing so far are - The shadows - The 3d clouds - The lightning and rain code - The render surface instruments First of all, I have to say thank you. It's about fricking time we get rid of plib. :P On my notebook, where I do much of the development, I get improved frame rates up to a factor of two. Depending on the model and daytime. That's good news indeed, although I'm not surprised. Let's hope we see the same improvement across all platforms as well. The rain stuff as well as the render surface stuff is nothing too complicated and already available in osg, but that needs to be done and tested. There is a replacement for our shadows in osg available. Also an improved shadow toolkit is in the works by the osg guys - I believe we should make use of that in the longer term. The 3d clouds are something to think about. osg can assist here but I need to think about that. The current 3D clouds don't work on every machine, and I think its maintainer is gone as well. In my opinion, if 3D clouds is offered in OSG, then we should make use of it, because it probably is more robust and better tested than the one we have in FlightGear. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Example for Realtime Radio / ATC
On Sunday 15 October 2006 21:35, Stuart Buchanan wrote: BTW - has anyone actually used the text chat feature? If it dies a death due to lack of interest I suggest we back it out. -Stuart I have something in mind for it, but don't have time to investigate yet. Don't back it out. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Sim Development
On Friday 29 September 2006 03:21, Vivian Meazza wrote: Hi, You might find this an amusing take on someone else's Flight Sim http://www.youtube.com/watch?v=tcW3hbnR2EI Made me laugh anyway, Vivian Today, I was wondering what's someone else's take on FlightGear is, so I did some googling and came across this thread: http://forums.x-plane.org/lofiversion/index.php?t16495.html Happy reading, Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Sim Development
On Saturday 07 October 2006 20:58, Ampere K. Hardraade wrote: On Friday 29 September 2006 03:21, Vivian Meazza wrote: Hi, You might find this an amusing take on someone else's Flight Sim http://www.youtube.com/watch?v=tcW3hbnR2EI Made me laugh anyway, Vivian Today, I was wondering what's someone else's take on FlightGear is, so I did some googling and came across this thread: http://forums.x-plane.org/lofiversion/index.php?t16495.html Happy reading, Ampere Whoops, I forgot these two forums that I came across: http://www.happypenguin.org/show?Flight%20Gear%20Flight%20Simstart=10 http://digg.com/software/Awesome_Free_Flight_Sim Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightAware flight tracking
On Friday 06 October 2006 14:32, Durk Talsma wrote: I just had a quick look at the website, and saw that they provide departure and arrival times and airport codes for each tail number. This would form an excellent basis to create AI traffic using the traffic manager, which basically requires just this information. Cheers, Durk I think you could get similar data from the Airlines' own websites. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D model for the F-15
On Saturday 30 September 2006 06:02, flying.toaster wrote: Yes I know you have the whole Airbus family cooking, and I am still commited to making the 3D cockpit for the A340. It is just that I had this A340-500 model sleeping on my hard drive for a few years now and I thought I might finish it altogether (no harm intended to your work) No harm done. Plenty of A340's to go around. :P As for the cockpit, I have came across a lot of vector drawings for the panels last month. This means that I could import them into the modelling software and cut down a huge amount of work for us. Here is the progress so far : http://sfp1.site.voila.fr/flightgear/340_500.png As I mentionned in another post, I still think we need a Flight Management System simulation in flightgear if we want to model correctly modern airliners. If there is a project going on or if some people are interested in creating it, I am eager to start working on it. I have gave some thoughts to it, but right now it is at the very end in the scripting-section of my todo list. Also in my huge list of things to do for flightgear is a mathematical model of turbojets for JSBSim... So far I have a compressor ;o) How does the model work? Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D model for the F-15
On Friday 29 September 2006 14:44, flying.toaster wrote: Don't get me wrong, I don't want to put a lot of restrictions to the right to distribute and modify. In that sense GPL or OpenSource type of licence suit me. I just do not want people to make money out of my work (except maybe for the *cost* of the media used to distribute), when I am not asking for any money. Commercial software is OK for me, but if I want to go down that path, I'll set up my own company. Well, you cannot prevent others from making money out of your work if you licensed your work under GPL. What you can do though, is make life extremely difficult for them. This is one of the reasons why my models are in pieces. You can bring this a step further by using multiple modelling formats. Essentially, this means your models would only work with FlightGear. Also I do not want this work, that I do for entertainment, to be used for Real Life (TM) military purposes. The latter is a moral position. I simply avoid this moral position by not creating any military model. :) If that means I'll have to make a separate package, so be it. But I am still willing to distribute for the community to enjoy AND tweak at their will as long as those two choices are respected. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D model for the F-15
On Friday 29 September 2006 14:59, flying.toaster wrote: BTW here is a list of the 3D models I have in the works or finished Exterior | Interior -- A340-5 40%| 0% If anybody has started work on those ones (I know there are FDMs for the X-15 and F-15) I would be glad to join. Contribution is also welcome :o) I would contribute, I guess. :D http://www.students.yorku.ca/~ampere/fgfs-screen-005.png Here are what I am working on: A330-200, A330-300, A340-200, A340-300, A340-500, A340-600 ...but you knew this already. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flight Sim Development
On Friday 29 September 2006 06:28, Ralf Gerlich wrote: Hi, Jon S. Berndt wrote: I'm surprised that a group of people went to this much trouble to produce a commercial to say something about that other flight sim. Was this made using scenes from an actual film and overdubbed audio/subtitles? I got a laugh out of it, too. It's from the German film Der Untergang (The Downfall) describing the last 12 days in Hitler's Führerbunker before the end of WWII. Cheers, Ralf lol I was in pretty crappy mood this week. This video makes me feel a whole lot better. Thanks. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] JSBsim trouble -- flight controls don'tappearto be not responding
On Saturday 09 September 2006 21:16, Jon S. Berndt wrote: OK. I can't help too much at the moment since I have no OpenGL, still. No, I wasn't referring to animation. What I meant to say is that I don't have pitch and roll authorities. Anyway, I think I found what the problem might be... it seems that space indents and tab indents make a difference. Could somebody confirm? Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] JSBsim trouble -- flight controls don't appear to be not responding
Would JSBsim experts take a look at this aircraft and point out to me what is wrong with the configs? The flight controls don't seem to have any effect. http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data/Aircraft/A300.tar.gz?view=tar Thank you, Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] JSBsim trouble -- flight controls don't appearto be not responding
On Saturday 09 September 2006 17:25, Heiko Schulz wrote: Hi, I tried to fly this A300 and it goes to precipitous in the air. You can't controll the airplane no little, and you don't see the surfaces move. The lack of control is the problem right now. I`'m still working on my project of the ASK 21, so it's nice to see the people others working. Well, I have no time to look exactly what's the problem is but there are some thoughts about: - are the ballances and positions of the wights right? I'm pretty sure they are. It can take off, so the positions of weights shouldn't be the issue. It's just that the controls aren't responding. - Did you changed anything of the output of aeromatic? Yes, primarily the c.g. and landing gear positions. Right now, the flight controls section of the FDM config is copied from the A320. If I recall correctly, when I use the output from aeromatic for the flightcontrol section, then the properties under /surface-positions won't even change. There is something else I want to say about the 3d-model: Too much vertices! The exterior model got about 10.000 vertices, the interior without (!) the cockpit and seats got about 10.000 vertices- I think that's too much, my computer got problems with it. I didn't recall putting seats in it. Also, we did some comparisons and its fps is about the same as that of the 747. I compared it to the Fokker 70 - the fokker 70 got only 5000 vertices about. And it looks still nice. I'm sure with much less vertices the A300 looks still nice roundly like the original! But nethertheless: Great work! The high vertex-count is due to the windows cutouts, not roundness. The model was built with LODs in mind though, and parts can be made hidden depending on the distance between them and the camera. But I didn't implement it yet because I want to factor FOV into the equation but don't know how. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Need some info on Airbus A330
Does anybody know what the average mean chord for the A330 is? I have been searching high and low on the Internet for it but couldn't find anything. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Avro Vulcan B2 for CVS
On Sunday 20 August 2006 18:16, Ampere K. Hardraade wrote: On Sunday 20 August 2006 16:25, Melchior FRANZ wrote: * Buchanan, Stuart -- Sunday 20 August 2006 22:22: hmm... alpha in texture... bad idea. Why? Breaks volumetric shadows. Aircraft parts can't then cast shadows on the aircraft. But apart from that I wouldn't say such textures are evil. A bit slower to render, but that's not really a striking argument. m. It hit performance pretty hard. That's why a lot of us avoid using it in textures. Alpha in materials seem to be alright though. Ampere Ah ha, found the reason: Avoid using textures with an alpha channel, as they are expensive for VRAM (textures need to be 32-bit to achieve a smooth 8-bit gradient), and may render more slowly than normal textures. http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_15286 The article also points out another thing: do not use textures unless necessary. Which is what I always say. ;-) Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Avro Vulcan B2 for CVS
On Sunday 20 August 2006 16:25, Melchior FRANZ wrote: * Buchanan, Stuart -- Sunday 20 August 2006 22:22: hmm... alpha in texture... bad idea. Why? Breaks volumetric shadows. Aircraft parts can't then cast shadows on the aircraft. But apart from that I wouldn't say such textures are evil. A bit slower to render, but that's not really a striking argument. m. It hit performance pretty hard. That's why a lot of us avoid using it in textures. Alpha in materials seem to be alright though. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Avro Vulcan B2 for CVS
On Saturday 19 August 2006 14:40, Carsten Vogel wrote: FULLFEATURE: http://www.wh10.tu-dresden.de/~lego/fg/tempscreens/fgfs-screen-050-fullfeat ured.jpg hmm... alpha in texture... bad idea. Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] view change crashes
On Saturday 19 August 2006 01:15, Syd wrote: Hi all, Within the last week or 2 , Flightgear has been crashing when I press V to change views I get this error message: Attempting to schedule tiles for bogus lon and lat = (-1000,0) This is a FATAL error. Exiting! Has anyone else been experiencing this , or is my system going haywire ? Cheers, Syd This problem was reported couple times on the IRC recently, so I think your system is fine. :) Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d models
On Friday 28 July 2006 06:21, Robin van Steenbergen wrote: I know that, since all the airports in the Netherlands are made that way. But there's one pretty important thing that's not generated on the ground chart: The buildings are all missing! Most ground charts do have the buildings on them but they're not labeled and they're pretty hard to auto-generate since they require modeling. Or you have to represent them as boxes like FS2004 does, but that's not exactly pretty. I'm using the ground chart to determine the correct sizes of my buildings (using the runway as a reference) and their placement. Buildings too... http://flamebunny.homelinux.net/svg2ac.php Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d models
On Wednesday 26 July 2006 12:53, Robin van Steenbergen wrote: I'm working on an accurate model of Eindhoven Airport and you can actually put the ground chart of the airport on the 'floor' and model on top of that. We have the capability to generate an airport directly out of the ground chart. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear MP authentication
On Tuesday 25 July 2006 06:32, Julien Pierru wrote: A few questions arise, first what do you guys think about an authentication system, second what would be the best way of implementing it within FG and third would it be limited to be used by the tracking system or as a way of moderating the mp servers. I assume this would require changes to the packet protocol? Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to release an alpha aircraf t for testing ?
On Thursday 13 July 2006 09:45, flying.toaster wrote: Nope, you are right. I have put the electrical stuff on the backburner because I first need to sort out how to model the pneumatic system (as the starter is not electrical). I just should have added it to the TODO file See if this is useful. :P http://www.cse.yorku.ca/~cs233144/Flightgear/Systems/Electrical/ Ampere - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] g-meter in Nasal
On Saturday 01 July 2006 17:27, Josh Babcock wrote: Make it call itself with settimer(foo, 0.05); or something like that as it's last line to get a tight polling schedule. It's possible that it will miss a max or min, but that property shouldn't be changing so fast that 20/sec won't catch it very near the peak. Josh I might be wrong, but I don't think settimer(foo, 0.05) would poll any faster than settimer(foo, 0). Ampere Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] apt.dat changes ?
On Monday 12 June 2006 04:22, dene maxwell wrote: Hi Having edited airports there are a few things that tools like TaxiDraw provide that are invaluable; 1) super-imposing the airport layout on top of a scaled background image to allow placement of taxiways etc in proportion to the RL layout. 2) providing lat/long readout for any point on the layout. 3) showing centre lines for runways/taxiways. 4) catering for such things as edge lighting and centre line lighting etc. 5) exporting the beacon information to stg files not to mention; layering info, (even biezer curves will need layering at the interfaces), surface types etc. If a program like Inkscape can duplicate this and is multiplatform then by all means. Let see... 1) Tracing taxiway outlines is time consuming and plain dumb. It takes hours just to create one airport. The SVG files on the other hand, are converted from FAA Airport Diagrams, and it only took one command. Separating all the info in a SVG files took me less than ten minute. 2) Lat/Long information is in the diagram itself. 3) You can create a new layer in inkscape and draw the center lines wherever you want. This degree of freedom would be extremely valuable when creating centerlines on the apron. 4) The lights could be automatically generated a long the edge of a taxiway, no big deal. 5) This functionality could be added to the bash script. Ampere ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel