Re: [Flightgear-devel] FlightAware flight tracking

2006-10-04 Thread Buchanan, Stuart

--- Martin Spott wrote:
> Hi Stuart,
> 
> "Buchanan, Stuart" wrote:
> 
> > Some of you may have come across www.flightaware.com as a way to track
> IFR
> > flights. It uses data from the FAA radar system and provides products
> > (free and commercial) based on it.
> 
> I see one drawback here: They really only track flights in the coverage
> of US American Radar. Explicitly they state "FlightAware is the first
> company to offer free flight tracking services for both private and
> commercial air traffic in the United States".
>

Hi Martin,

Yes, the data is US-specific. However, the USA is the only country I know
of that publishes this sort of information. Better, they provide it for
free, provided you have the hardware etc. to install in their radar
facility. 

Personally, I think the US approach of making all government data public
domain is one of their most endearing aspects.

Anyway, to get back on topic. My honest expectation is that we'll get 24
hours of data for the San Francisco area. Anything further will be a nice
bonus. We'll then convert the data to AI flight-plans and use it to
populate the default scenery area with some busy traffic. Because it is
quite detailed, the aircraft will be following STARs and approaches
accurately.

Of course, if they offer to give us a live feed of all their data that we
can plug into the MP server I wouldn't want to discourage them :)

It would be nice if we could expect to get similar data from other
countries, but I don't think that is realistic. 

-Stuart





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[Flightgear-devel] FlightAware flight tracking

2006-10-03 Thread Buchanan, Stuart
Hi All,

Some of you may have come across www.flightaware.com as a way to track IFR
flights. It uses data from the FAA radar system and provides products
(free and commercial) based on it. The data is quite detailed -
minute-by-minute lat/long/altitude and speed along with aircraft type,
flight number and call-sign. 

Out of curiosity I dropped them a mail saying who we were and wondering if
they would donate some historical data to the project. To my pleasant
surprise they said they would be able to help. How very nice. I've been
asked to get back in contact in November as they are quite busy right now.

So, it looks like we might have some really nice data to build some AI
flights with in the not-to-distant future.

-Stuart





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[Flightgear-devel] C182 patch

2006-10-02 Thread Buchanan, Stuart
Hi All,

I've been working on an update to the c182. Improvements over previous
version:

- Increase in texture resolution and improved textures. Now has a nice
blue pin-stripe down the side.
- Minor model improvements - pitot tube, wing struts, exhausts,
cowl-flaps, re-size of controls.

Available from http://www.nanjika.co.uk/flightgear/c182.tar.gz

Those with long memories may recognize this as pretty much the same patch
I submitted months ago, but without a pilot model.

I think the current CVS c182 has Dos line-endings, which I believe have
caused people problems in the past. Can whoever commits this run a quick
dos2unix on the .xml and .ac files please.

Thanks,

-Stuart





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Re: [Flightgear-devel] Multiplayer chat patch

2006-10-01 Thread Buchanan, Stuart

--- Mathias Fröhlich wrote:
> Stuart,
> 
> I have problems applying that patches.
> I am not sure why but patch claims:
> 
> patch:  Only garbage was found in the patch input.
> 
> Could you rediff that only with
> cvs diff -u 
> instead of
> cvs diff -u -p -8 -w

Done. I've also run dos2unix on it. Available from
http://www.nanjika.co.uk/flightgear/chat.tar.gz

-Stuart





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Re: [Flightgear-devel] Multiplayer chat patch

2006-10-01 Thread Buchanan, Stuart

--- Mathias Fröhlich wrote:
ember 2006 16:57, Buchanan, Stuart wrote:
> > Any chance this could be committed sometime, or objections raised?
> Yes, I will do so this weekend. I would like to double check that it
> does not 
> break the current protocol ...

Thanks. I've only been able to test the recent minor changes on a single
computer, so a bit or paranoia would be good. If you need another person
to help, let me know. I'll be on IRC.

-Stuart






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Re: [Flightgear-devel] Multiplayer chat patch

2006-09-30 Thread Buchanan, Stuart

--- "Buchanan, Stuart" <> wrote:
> --- "Buchanan, Stuart" wrote:
> > --- Mathias Fröhlich wrote:
> 
> > > Can you update your patch to avoid transmitting the type?
> > 
> > Yes, but I can't provide any guarantee as to when I'll get it done.
> 
> Well, whatcha know - it was less work than expected. 
> 
> New version available from
> http://www.nanjika.co.uk/flightgear/chat.tar.gz
> 
> -Stuart

Any chance this could be committed sometime, or objections raised?

-Stuart




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[Flightgear-devel] Vulcan Patch

2006-09-30 Thread Buchanan, Stuart
Hi All,

I've been working on a further patch to the Vulcan.

Changes:
1) Minor improvements to the model.
2) Fireable munitions (1,000lb bombs, Shrike missiles, Red Beard nukes)
3) Now models 3 different Vulcans with appropriate textures/armaments:
  - XM597 from Black Buck 5 & 6. Armed with Shrike anti-radar missiles
  - XM603 from late 1960's. Armed with Red Beard nuclear bomb. Thanks to
Jon 
for the repaint, and Lee for the bomb model
  - XM607 from Black Buck 1 & 2. Armed with 21 1,000lb bombs


Available from http://www.nanjika.co.uk/flightgear/vulcanb2.tar.gz

Note for committer: texture3.rgb is now redundant and can be removed from
CVS.

Comments welcome as always.

-Stuart



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Re: [Flightgear-devel] 3D model for the F-15

2006-09-29 Thread Buchanan, Stuart

--- "flying.toaster" wrote:
> Is there anywhere a list of work in progress just to avoid duplicates ? 
> Note that it's no big issue for the Hornet as I made it for another sim
> anyway ;)

IIRC there's a list on the wiki of the work required for each aircraft.
You could make a note there.

> And to answer the question, I want to release the models with a license
> that would prevent any commercial or military use.
> 
> I think Creative Commons can do that but if you know anything else
> better ...

I don't think it can go into CVS unless it is GPL. If it isn't in CVS,
integration with the CVS FDMs etc. will be a pain. 

I think it would be a great shame for such lovely looking models not to be
part of the base package, so I implore you to GPL them.

Regards,

-Stuart




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Re: [Flightgear-devel] Multiplayer chat patch

2006-09-24 Thread Buchanan, Stuart

--- "Buchanan, Stuart" wrote:
> --- Mathias Fröhlich wrote:

> > Can you update your patch to avoid transmitting the type?
> 
> Yes, but I can't provide any guarantee as to when I'll get it done.

Well, whatcha know - it was less work than expected. 

New version available from http://www.nanjika.co.uk/flightgear/chat.tar.gz

-Stuart





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Re: [Flightgear-devel] Multiplayer chat patch

2006-09-24 Thread Buchanan, Stuart

--- Mathias Fröhlich wrote:

> But anyway:
> You will actually double the amount of memory that is transmitted for
> one property.

That is true. However, transmitting the chat strings is going to represent
a much bigger increase in message size, though I've restricted the chat
size to 128 characters per message. I should have highlighted this in my
original patch just in case we're worried about bandwidth.

> While it is good to be able to send different typed properties, I think
> we 
> can, with the current scheme, store the properties type in the static 
> property configuration where we also store the id to property path
> mapping.
> This way we can avoid sending additional data on each property which
> must be 
> known on both sides anyway.

Good point. 

> In the longer term, I would like to have a dynamic property
> path/property type 
> negotiation that is done at the start of a connection. 

Me too, but re-writing the message format seemed quite sufficient for the
moment :)

> Can you update your patch to avoid transmitting the type?

Yes, but I can't provide any guarantee as to when I'll get it done.

-Stuart




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[Flightgear-devel] Multiplayer chat patch

2006-09-23 Thread Buchanan, Stuart
Hi All,

I've written a patch to the MP code that allows text-based chat within the
simulator.

It provides the following:
1) Improved MP property handling. The MP code no-longer assumes all
properties are floats. Props now turn at the correct RPM, and the MP
message format now supports strings and integers.
2) MP chat. Users can type messages that are displayed to all users within
MP range. The messages are displayed within a dialog box, and optionally
to the screen using the current Nasal message system. This allows the
messages to be TTS'd by festival.

Currently the patch is intentionally simple. There are a couple of obvious
enhancements that could be made once this is committed:

A) Frequency specific transmissions. Currently everyone in the MP range
hears all transmissions. It would be better to restrict users to
transmitting/receiving on their current COM1 frequency. The source code
requirements for this are already present in this patch (the
/sim/multiplay/transmission-freq-hz property is exported), but the Nasal
code is not. 

B) Quick-phrases. Typing while flying is not particularly efficient. A
tree of phrases with click-to-say navigation would be easier to use. 

The patch is available from
http://www.nanjika.co.uk/flightgear/chat.tar.gz

We may want to increment the MP protocol version for this, but I'll leave
that to other's discretion.

As always, comments are welcome.

-Stuart





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[Flightgear-devel] Pilatus PC-7 panel patch

2006-09-09 Thread Buchanan, Stuart
Hi All,

Here's a patch for the PC-7 to add a panel to the 3-D cockpit. In fact,
the panel is the same as the 2D one, so the only real affect is to attach
the 2D panel to the firewall so it doesn't disappear when you move the
viewpoint. 

-Stuart

Index: pc7-set.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/pc7/pc7-set.xml,v
retrieving revision 1.8
diff -u -p -8 -w -r1.8 pc7-set.xml
--- pc7-set.xml 19 Apr 2005 13:53:36 -  1.8
+++ pc7-set.xml 9 Sep 2006 15:31:48 -
@@ -27,17 +27,17 @@ David Culp,  [EMAIL PROTECTED]
Aircraft/pc7/Sounds/pc7-sound.xml
   
 
   true
   false
 
   
Aircraft/pc7/Panels/pc7-panel.xml
-   true
+   false
   
 
   
Aircraft/pc7/Models/pc7.xml
   
 
   
true
Index: Models/pc7.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/pc7/Models/pc7.xml,v
retrieving revision 1.6
diff -u -p -8 -w -r1.6 pc7.xml
--- Models/pc7.xml  8 Jan 2006 10:39:52 -   1.6
+++ Models/pc7.xml  9 Sep 2006 15:31:48 -
@@ -2,16 +2,38 @@
 
 
 
  pc7.ac
  
   -4
  
 
+
+ 
+  Panel3D
+  Aircraft/pc7/Panels/pc7-panel.xml
+  
+   -0.5
+   -0.4
+0.85
+  
+  
+   -0.5
+0.4
+0.85
+  
+  
+   -0.5
+   -0.4
+1.25
+  
+  true
+ 
+
 
  
   rain
   Models/Weather/rain.xml
   
-1.21
-0.24
0.0






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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Buchanan, Stuart

--- "Curtis L. Olson" wrote:

> I have a simulator here running 4 copies of flightgear.  A master copy 
> that drives the instrument panel and 3 slave copies that render the 
> out-the-window views.  I would like to connect this simulator up to the 
> multiplayer system (which at the moment implies connecting each of the 4
> copies of FG individually to the MP system.)  But I doesn't make any 
> sense to have 4 identical aircraft flying on top of each other in the MP
> system.  Instead, it would make more sense to set up the visual channels
> as "lurkers" who display all the other aircraft data, but don't count as
> another aircraft themselves.

Two suggestions off the top of my head.

1) Write a MP proxy to run on an additional machine which broadcasts the
position data to the slaves and passes through the master's position data
to the MP server. Doesn't sound too unreasonable though I'm not going to
volunteer! Architecturally this is nice, as from the MP server's
perspective there is a single aircraft.

2) Write/enhance an I/O protocol to pass the /ai/models/multiplayer[] tree
to the slaves. You'll need to decide how many MP a/c to display at once.

Oooh, I think I can hear everyone wincing at the idea already!

-Stuart



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[Flightgear-devel] Patch for vulcanb2

2006-08-26 Thread Buchanan, Stuart
Hi All,

I've finished some more work on the Vulcan. Improvements include
- working speedbrakes/chute (though I'm not sure whether they are too
effective)
- AAR capability
- Improved cockpit with fuel guages
- Improved viewpoints.

Available as a patch from
http://www.nanjika.co.uk/flightgear/vulcanb2.tar.gz

-Stuart

PS: Though there is a TACAN in the cockpit, I've been completely unable to
get it to work against the AAR KC-135. If anyone has the time/knowledge to
fix it, it would be greatly appreciated.



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Re: [Flightgear-devel] Ideal/best joystick, yoke, and pedal hardware for FlightGear?

2006-08-23 Thread Buchanan, Stuart
--- "Curtis L. Olson" wrote:
> Question: what is the very best joystick, yoke, and rudder pedal 
> hardware available for FlightGear?  Preferably USB based.



Well, I'd guess the CH products line are going to be high on the list. I
have their USB rudder pedals and have been very impressed - though they
were £100+. They've definitely improved my (sim) flying and are accurate
enough to sideslip with, 

However, I think my wife would have a fit if I bought a Yoke - at least
the pedals can be kept out of sight of visitors!

Sounds like a good project Curt. 

-Stuart



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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-20 Thread Buchanan, Stuart

--- Melchior FRANZ wrote:
> * Carsten Vogel -- Saturday 19 August 2006 18:31:
> > - view-rotating point is plane's nose not the center (irritating, and
> 2x 
> > views were inside plane)
> 
> Add this to the  2 and 3 definitions in the vulcan2b-set.xml file:
> 
>16.7
> 
> Without that the outside view isn't really enjoyable. Unfortunately,
> Stuart didn't have the time to do it or authorize it.  :-/

If you'd like to fix it, you are more than welcome. No authorization
required.

After all, that's one of the advantages of CVS - everyone can improve it.

-Stuart



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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-20 Thread Buchanan, Stuart

--- Carsten Vogel wrote:
> Buchanan, Stuart schrieb:
> > --- Carsten Vogel wrote:
> >  
> >   
> >> Just for some feedback:
> >>
> >> - textures were blank when zooming in
> >> 
> > Not sure what you mean. When zooming out, they start looking white
> because
> > of the FP imprecision
> >   
> Actually no textures at all if zooming in too much

That is very strange - I don't see it on my machine at all. Has anyone
else seen it?

I wonder if it is related to my use of one large texture file for all the
textures - it's 2048x2048. Anyone know if that might be too much?

> BEFORE:
>
http://www.wh10.tu-dresden.de/~lego/fg/tempscreens/fgfs-screen-048-rotatingpoint-outside.jpg
> (Notice the white plane under the right engine.!)

That's an ECM ariel, and is intentional. See 

http://www.thunder-and-lightnings.co.uk/vulcan/wings.html

> vulcanb2-set.xml (with Melchiors comment)
> 
>   
>
>  
>  -75.0
> 
>   archive="y">16.7
>
>   
> 
>   
>
>  
>  -75.0
> 
>   archive="y">16.7
>
>   
> 
> 
> hm, that did not help alot on Helicopter view. But now I got a value to 
> play on.
> 

Try a value of 40. However, I need to move the VRP from the nose to
further back (above the rear landing gear?) as well, which I think will
shift the view.

-Stuart



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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-20 Thread Buchanan, Stuart

--- "Ampere K. Hardraade" wrote:
> 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.

Why?



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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-19 Thread Buchanan, Stuart

--- Carsten Vogel wrote:
 
> Just for some feedback:
> 
> - textures were blank when zooming in
Not sure what you mean. When zooming out, they start looking white because
of the FP imprecision

> - view-rotating point is plane's nose not the center (irritating, and 2x
> views were inside plane)
Yes, I've still got some work to do on that. Melchoir has put be on the
right track.

> - I simply was not able to find the runway on VFR =) (while on approach 
> final of my pattern)
Well, that'll be because the view out the window is so restricted.

> - how to cut of engine power? Still pushing forward, while throttle
> zeroed.
> - no effect of brakes/chute yet
Yup - still to do. I need to get some help from Jon on this.

> - lovely cockpit - i had to get used to this amatures =) just... nice.
Thanks.

> Excellent preview of a great plane! (Need some victors on my way to 
> holidays in Argentina//AAR done!)

A Victor tanker would be great. Maybe a special FG with Port Stanley for
the Black Buck anniversary?

Thanks very much for the feedback.

-Stuart




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[Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-19 Thread Buchanan, Stuart
Hi All,

I've finally finished the alpha release of the Avro Vulcan. It's available
from http://www.nanjika.co.uk/flightgear/vulcanb2.tar.gz.

Here's some screenshots:

http://www.nanjika.co.uk/flightgear/vulcan1.jpg
http://www.nanjika.co.uk/flightgear/vulcan2.jpg

It isn't by any means finished, but it is a lot of fun to scream around at
low level with.

Could someone put it into CVS for me please?

Enjoy!

-Stuart




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Re: [Flightgear-devel] Making of: jitter.png (Unix)

2006-08-18 Thread Buchanan, Stuart

--- Melchior FRANZ wrote:

> Maybe someone's interested in one way to make nice live streaming graphs
> from fgfs values, like I did for this image here:
> 
>   http://members.aon.at/mfranz/jitter.png  [20 kB]
> 
> Used software:
>   fgfs, awk, kst (http://kst.kde.org/ -- free & GPL)
> 

The obvious next question is, could we display the png in a FG dialog box?

I'm thinking in terms of a landing tutorial that displays the student's
ground track and airspeed at the end...

It could be a nice demo for a booth/kiosk.

-Stuart



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Re: [Flightgear-devel] Debugging MultiPlayer

2006-08-17 Thread Buchanan, Stuart

--- Martin Spott wrote:
> I'd like to get the MultiPlayer setup on my wife's PeeCee up and
> running before I recommend use of this feature in The Manual. 

I thought I wrote a chapter for the Features section of the manual
already? Or were you going to include it in the main installation section?

> After
> spending a couple of hours with researching the interna of my NAT
> gateway last night, I decided to make a simpler setup for testing
> purpose and took two computers on the local network today. Actually it
> doesn't work as expected, I'm a bit lost and desperately seeking for
> suggestions on how to debug.

So, presumably you are unable to connect to the normal MP servers?

> 
> There are two computers, equipped with FlightGear binary and base
> package from the most recent I could get from CVS today:
> 
> 192.168.48.4, sirius.mgras.de, IRIX N32 binary
> 192.168.48.5, jive.mgras.de, Linux AMD x86-64 binary
> 
> 
> This is how I start FlightGear on 'sirius' (which takes a bit longer to
> load  ;-)
> 
> fgfs --airport=EDWJ --runway=08 \
> --multiplay=out,10,jive.mgras.de,5001 \
> --multiplay=in,10,192.168.48.4,5002 --callsign=D-ECLL
> 
> 
>   and afterwards on 'jive':
> 
> fgfs --airport=EDWJ --runway=26 \
> --multiplay=out,10,sirius.mgras.de,5002 \
> --multiplay=in,10,192.168.48.5,5001 --callsign=D-EEQA

As I recall, the current MP code ignores one of these settings and does
something else, but I can't recall what. 

You may therefore need to run the MP server as well and connect to that. I
don't think you can run both the server and FG on the same machine without
some effort - they end up having port contention.

of course, it then difficult to tell if things are working if you only
have one MP client!

-Stuart



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[Flightgear-devel] [OT] RL Microlight Trial Flight

2006-08-17 Thread Buchanan, Stuart
Hi All,

In the tradition of FGers mentioning their RL flying experience, I thought
I'd mention the microlight trial flight I took yesterday.

I'd already had a couple of hours in GA aircraft while on business in the
USA, but here in the UK the very high cost of lessons, hire etc. is a big
barrier for entry, and I haven't pursued flying seriously.

I was at an airshow at my local museum of flight
(http://www.nms.ac.uk/flight/home/index.asp) and got chatting to some
microlighters, so signed up for a trial flight at the local microlight
school (right next to the museum -
http://www.sites.ecosse.net/graeme.ritchie/eosm/home.asp).

They have about 50 microlights at the airstrip, all of the trike kind -
see the picture on the website for an idea of what they are like.

The views over East Lothian were stunning - and matched very closely the
scenery in FG! (Try flying East from Edinburgh Airport EGPH). With almost
no body-work and a high wing, your view is only limited by the rotation of
your head, which was quite a change from the restricted view in a C172.

The controls are reversed in comparison with a normal yoke, but because
you are moving the wing directly using a control-bar, and can see the
effects of your control inputs, it's pretty intuitive. Because you are
moving the wing directly, it requires more force than a yoke, and you feel
turbulence more. While practising turns we encountered our own wake
turbulence, which was quite noticable!

However, it is incredibly stable - from full deflection of the wing, it
returns to straight-and-levelish flight almost immediately, with a couple
fo oscillations. No need for an auto-pilot - you can happily fly it
hands-off

Instrumentation is minimal, as this is a pure VFR aircraft. Altimeter,
ASI, VSI, EGT, Fuel, and compass. We didn't even have a radio for the
flight, though the airfield is manned and has a published frequency.

The aircraft we were using was quite an old model, so we were cruising at
52mph, and getting 900fpm rate of ascent. While it was very pleasant
cruising at this speed, when we dove to 70mph, the wind buffet was quite
chilling. The newest microlights cruise at 90mph and apparently have much
better fairings - a bit like touring motorcycles I guess. The aircraft
takes-off and landing very little space - certainly way less than a c172,
and it seems there are quite a few airstrips in Scotland that only
microlights can use.

In comparison with GA aircraft, everything is way simpler, lighter and
(most importantly) cheaper. MTOW for microlights in the UK is 450kg, but
the aircraft I was in had a MTOW of 406kg. Empty, the aircraft weighed
about 200kg. Brand new aircraft are around £20k, and used aircraft start
from £2k. Owners are allowed to do their own maintenance, the aircraft run
on petrol and use about £10 per hour in fuel. 

The NPPL license is minimum 25 hours, as opposed to 40 for a GA aircraft.
I've signed up for some more lessons, so maybe this time next year I'll be
posting that I've got my license!

I'd highly recommend a trial lesson as a way to get into the air for real,
mine was £55 for 30 minutes, which is about the cost of MSFS and some
scenery, which we get for free from FG!

-Stuart

PS: £1 is about $1.8 for those wishing to do a conversion.








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Re: [Flightgear-devel] YASim Lockup

2006-08-09 Thread Buchanan, Stuart

--- AJ MacLeod wrote:
> Out of interest, I notice the help mentions setting the prop pitch - but
> doesn't mention a key for that.  Or did I miss something?

I believe the standard key in keyboard.xml is N/n, as added by Melchior 30
minutes ago ;)

-Stuart



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Re: [Flightgear-devel] FlightGear MP authentication

2006-07-28 Thread Buchanan, Stuart

--- Martin Spott wrote:
> I know, this discussion is barely coupled to ongoing development, but
> because I like to participate in creating admirable plans, I don't want
> to miss it  :-))

Yup, there's nothing like designing something there is little chance you
will implement yourself ;).

> "Buchanan, Stuart" wrote:
> 
> > 2) Account holders have a key generated based on their call-sign (*).
> This
> > is transmitted with the MP position data. The MP server uses it to
> > authenticate the user. MP server doesn't need to check against the
> LDAP
> > directory.
> 
> I believe it is essential to verify a key against the directory because
> otherwise you won't be able neither to check if the key really belongs
> to the account holder nor to verify if it's still valid.
> I think the validity of a key has to be verified against the directory
> from time to time using a fixed interval.

I think you _can_ check the ownership of a callsign without checking
against the directory.

The trick is to use public/private key encryption. When a user creates an
account on the website they decide on a call-sign. The website checks the
uniqueness of the callsign against it's own directory/whatever. Assuming
it is unique, the callsign is then encrypted using the private key and the
ciphertext is retained by the user.

When the user joins a MP session, both the ciphertext and call-sign are
passed to the MP server. The MP server decrypts the ciphertext using the
public key and verifies that the cleartext matches the call-sign.

Where this falls down slightly is in verifying that a call-sign is still
valid. I'm not sure that is a requirement though. Do we want to be able to
recycle call-signs that haven't been used for a period of time (a year)? 

To do so, we can simply remove the user from the directory, with means
theie callsign can then be recycled. However, the original user can still
join a MP session with their old callsign.

-Stuart







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Re: [Flightgear-devel] FlightGear MP authentication

2006-07-25 Thread Buchanan, Stuart

--- Julien Pierru wrote:
> After a few month of testing the tracker for flights on CVS MP servers
> has
> proven quite reliable.
> I think it would be a great feature to be made available to the entire
> FG
> community. However with a production use comes the problem of positively
> identifying a user on a MP server, so that no 2 users can have the same
> callsign.

Does the MP server code not currently handle this and reject the second
user?

> So KoverSrac and I think that an authentication system would be useful.
> Authenticated users could have their callsign protected and have their
> flights tracked (for those who don't know what I am talking about visit:
> http://fgfs.i-net.hu ).
> 
> 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 think any authenication system must be 
a) optional 
b) easy to use.

While setting oneself up for MP is fairly trivial, it does require a bit
of effort on the part of the user, and some people find it a bit
challenging. Anything we do make this more difficult will reduce take-up
and exclude some newbies. So any authentication mechanism should be as
easy-to-use as possible.

Secondly, I'm not sure such a system should be mandatory. For example, if
I'm running a MP server in an enclosed environment with a resticted set of
clients, say a museum, the overhead of an authentication mechanism is more
hassle than it is worth. So, I think any authentication mechanism should
be optional on the server at least.

So, here's a modest proposal:

1) Two classes of user:
 a) Users who have accounts on an LDAP directory, DB, whatever.
 b) Guests, who don't.

2) Account holders have a key generated based on their call-sign (*). This
is transmitted with the MP position data. The MP server uses it to
authenticate the user. MP server doesn't need to check against the LDAP
directory. The MP server provides a simple cli to generate a key for a
given call-sign, but I guess it'll simply be some hash or PKI encrypted
value.

3) Guests call-signs are prefixed with, say, "G", or something that
account holders cannot choose. If guests call-signs collide, either the MP
server can resolve it, or possibly we don't care and can handle two users
with the same call-sign on the server?

-Stuart

* OK, so this isn't secure (you can snoop the MP packets) or time-stamped.
I'm not sure I care enough.



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Re: [Flightgear-devel] Update to the C-182

2006-06-17 Thread Buchanan, Stuart
--- Martin Spott wrote:
> I got interested in this update as I hopefully will soon have a
> briefing for the C182Q ("D-EVOS"). I found applying the patch to result
> in a difficult task, because I had to arrange the correct mix of DOS
> line endings and Unix line endings to make 'patch' happy. Finally
> 'patch' survived but the result got rejected by FlightGear ("could not
> read aircraft from Aircraft/c182/Models/c182-dpm.xml" or something like
> that).
> 
> Would you consider removing all DOS line endings from the '.xml' and
> '.ac' files and creating a new patch ?

cvs.flightgear.org is currently unreachable, and I'm going to be out of
town for the next week, so I've cleaned the files, tarred the entire
Aircraft/c182 directory and uploaded it to
http://www.nanjika.co.uk/flightgear/c182.tar.gz.

Just replace your c182 directory and you should be good to go.

Note that it has a dependency on the pilot model patch
(http://www.nanjika.co.uk/flightgear/pilot.tar.gz), but this can be easily
removed by editing c182-dpm.xml and removing the model on line 79.

Let me know what you think.

-Stuart



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Re: [Flightgear-devel] FG Pilot Model

2006-05-20 Thread Buchanan, Stuart

--- "Buchanan, Stuart" wrote:

> Hi All,
> 
> I've created a simple generic pilot model for civilian aircraft, based
> on
> Dave Perry's self-portrait/sculpture/model for the PA24-250.
> 
> It's available as a patch from
> http://www.nanjika.co.uk/flightgear/pilot.tar.gz, and it is designed to
> be
> placed in the data/Aircraft/Instruments-3d directory.

Melchior pointed out that this was a silly place to put it, so I've moved
it to data/Models/Aircraft instead. I've updated both the pilot.tar.gz and
c182.tar.gz files appropriately.

-Stuart

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Re: [Flightgear-devel] Re: Patch to add "..." to menu bar

2006-05-20 Thread Buchanan, Stuart
--- Melchior FRANZ rote:
> * Buchanan, Stuart -- Wednesday 26 April 2006 19:46:
> > I've modified the menu bar so that all menu entries that display a
> dialog
> > box have "..." at the end of them, so "Load" becomes "Load..." etc.
> 
> At first I agreed that this would be desirable. It's a standard among
> GUI applications. But then I applied the patch and the menu felt a bit
> unfamiliar and weird, so I didn't commit. I don't object, but I cowardly
> leave the decision to someone else.
> 
> m.
> 

Anyone else tried it and decided whether this is a good idea or not? I've
gotten quite used to it since it's been on my machine ;)

-Stuart

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[Flightgear-devel] Update to the C-182

2006-05-20 Thread Buchanan, Stuart
Hi All,

I've been working on an update to the c182. Improvements over previous
version:

- Increase in texture resolution and improved textures. Now has a nice
blue pin-stripe down the side.
- Minor model improvements - pitot tube, wing struts, exhausts,
cowl-flaps, re-size of controls.
- Addition of pilot model (see other post).

Available from http://www.nanjika.co.uk/flightgear/c182.tar.gz

-Stuart

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[Flightgear-devel] FG Pilot Model

2006-05-20 Thread Buchanan, Stuart
Hi All,

I've created a simple generic pilot model for civilian aircraft, based on
Dave Perry's self-portrait/sculpture/model for the PA24-250.

It's available as a patch from
http://www.nanjika.co.uk/flightgear/pilot.tar.gz, and it is designed to be
placed in the data/Aircraft/Instruments-3d directory.

It has the following properties:
- Easily added to any A/C
- Visibility toggled based on the value of /sim/model/pilot/visible (*)
- Motion based on rudder/elevator/aileron positions (though the entire
body moves rather than just the head).
- Multiple (randomly) configurable skins. Currently there are two of Dave
Perry, plus one of myself.

To use:
- Include the xml file within your model definition
- execute the pilot.nas file to select a random skin for the model.

(*) I've also got a patch for rendering.xml to allow this to be set:-
http://www.nanjika.co.uk/flightgear/rendering.xml.diff

It would be quite amusing to have a skin from each of the developers (and
anyone else who wants to contribute). The .rgb files are fairly
self-explanatory - simply paste in a front and two side-shots of your
head, and choose a torso and leg colour.

Enjoy!

-Stuart



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[Flightgear-devel] Patch to add "..." to menu bar

2006-04-26 Thread Buchanan, Stuart
Hi All,

Dull patch of the week. 

I've modified the menu bar so that all menu entries that display a dialog
box have "..." at the end of them, so "Load" becomes "Load..." etc.

This will make it easier for new users to guess which commands will cause
an immediate effect (Random Attitude), and which will display further
options (Autopilot Settings...).

Available from

http://www.nanjika.co.uk/flightgear/menubar.diff

-Stuart



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[Flightgear-devel] Real-time flight information

2006-04-03 Thread Buchanan, Stuart
Hi All,

I was doing a bit of digging around with tools like flight-aware -
http://flightaware.com/ - which provide tracking of all IFR flights in the
USA. It's quite cool, as you can watch specific planes track across a map,
along with their actual altitude, assigned altitude and speed. 

Obviously their information has to come from some federal source. It turns
out that this is the FAA's Aircraft Situation Display to Industry -
http://www.fly.faa.gov/ASDI/asdi.html.

Now it gets interesting:

Say we had access to real-time flight information for every IFR flight in
the USA. We could use that as the basis for our AI flights. I don't think
the resolution would be sufficient for the actual take-off and landing,
but given that we'd want to integrate human-controlled planes at that
point anyway, no great loss.

Even if we only had the dump from a single day, it would provide a pretty
interesting basis to build an AI flight database.

You can get data from this in two ways:

1) Contact a vendor. Unfortunately it looks like all the vendors are
commercial, so you'd have to pay them.

2) Become a vendor yourself. This being the USA (where the government
doesn't fleece you for services you've already paid for through tax), the
"only" cost to this is paying for a T1 link and installing your own router
plane in the FAA facility. Quite neat, but I doubt a T1 is cheap.

Anyone think this information would be useful? 

I doubt any vendor would allow us just to download their data for our own
use, but with a suitable begging letter, they might consent to giving us a
dump of a days worth of data.

-Stuart




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Re: [Flightgear-devel] Missing messages in Cessna tutorial

2006-03-28 Thread Buchanan, Stuart

--- "Buchanan, Stuart" wrote:
> Hi All,
> 
> I was doing a bit of testing last night for the 0.9.10 release. When
> running the "Straight In Landing" tutorial on c172p, a number of the
> instructions are not displayed. 

> My only thought is that those instructions consist of quite long single
> lines of text, and this might be too long for the label being set in
> screen.nas. 

Well, it turned out that the problem was a bug in plib 1.8.4, but since
fixed, that causes text to disappear when any part of it was clipped.

However, even if the text was clipped correctly, to keep it legible the
tutorial line lengths needed to be reduced, so I've got a simple patch for
c172-tutorial.xml. The patch simply adds CRLFs to a number of
instructions, so is quite safe for the upcoming 0.9.10 release.

Available from:

http://www.nanjika.co.uk/flightgear/c172-tutorial.diff

Thanks

-Stuart




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Re: [Flightgear-devel] Documentation Updates

2006-03-28 Thread Buchanan, Stuart

--- AJ MacLeod wrote:
> Hi all, (particularly Martin and Stuart)
> 
> I have incorporated the latest updates to the carrier and MP howtos in
> the 
> getting started guide; the compressed diff is attached.
> 
> I've only touched getstart/source/features.tex.
> 
> Please check for spelling etc (of course I already have, but...) - it
> would be 
> nice to have the updates included before the upcoming release.

Thanks AJ. 

I'm also currently making some updates to provide easier MP instructions
for those using the FG Wizard/Launcher, and I'll be sure to include your
changes.

BTW, other than "early April", do we have a more concrete final date for
changes like these for 0.9.10?

-Stuart



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[Flightgear-devel] Missing messages in Cessna tutorial

2006-03-28 Thread Buchanan, Stuart
Hi All,

I was doing a bit of testing last night for the 0.9.10 release. When
running the "Straight In Landing" tutorial on c172p, a number of the
instructions are not displayed. Specifically the "Let down your final set
of flaps..." and "Reduce engine to idle...". 

I didn't have time last night to find source of the bug, but I did find
that /sim/messages/copilot property is being set correctly.

My only thought is that those instructions consist of quite long single
lines of text, and this might be too long for the label being set in
screen.nas. However, I'm sure this was working previously, which suggests
it's something else.

Obviously I'd like to fix this before the 0.9.10 release, but I'm not sure
how much time I'll have available, so any thoughts/help would be
appreciated.

-Stuart





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Re: [Flightgear-devel] New terrain textures by Rob Oates

2006-03-27 Thread Buchanan, Stuart
--- "Curtis L. Olson" wrote:
> I really like the new satallite based textures that Rob Oates put 
> together.  Unless there are any major objections, I would like to 
> include them in the v0.9.10 release.

I think the new textures are superb - they seem to match Scotland much
more closely at least. A couple of questions:

Will these completely replace the existing textures? Or are they going to
be in addition and toggled by a property? 

In the latter case there doesn't seem as much point in including them in
the release unless there is also decent support for swapping them -
through a command-line option and/or the rendering dialog.

Also, someone mentioned an issue with desert textures not being present on
an earlier release. Has that been resolved (I haven't downloaded them
recently), or will we retain the older textures for those that are
missing?

-Stuart




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Re: [Flightgear-devel] airports list

2006-03-26 Thread Buchanan, Stuart
--- Melchior FRANZ wrote:
> The airports list is barely usable: there are so many entries
> in it that you don't easily find anything. And the slider resolution
> is much too high for finding an entry with it alone. Move it
> just one pixel, and you jumped over oodles of airports. The arrow
> buttons have no repeat function, so they are of limited help, too.
> I've now hacked the airports widget to allow filtered lists:
> 
>   http://members.aon.at/mfranz/airports.jpg  [30 kB]
> 
> m.

That's a great improvement. It makes the airport list way more useful.
While filters by area would be nice, just allowing users to search for
their local airport is going to make things much easier for newbies.

BTW, I have a text file with the mapping from ICAO prefixes to country
names that I wrote a while ago for a mission generator project if you want
it. Might save you some time if you're thinking of enhancing it further.

-Stuart



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Re: [Flightgear-devel] Re: FG core dump when running Concorde

2006-03-23 Thread Buchanan, Stuart

--- Melchior FRANZ wrote:

> * Melchior FRANZ -- Thursday 23 March 2006 13:40:
> > * Melchior FRANZ -- Thursday 23 March 2006 12:42:
> > > There are apparently two reasons:
> > > (a) the concorde doesn't work with jsbsim 2.0 yet, and aborts
> > > (b) this crashes fgfs (but why?)
> > 
> > One could assume that it's because FDM/JSBSim.[ch]xx uses a lot of
> > unguarded pointers to SGPropertyNode-s [...]
> 
> Fixed.
> 
> And right that was the cause! Storage of a node pointer as
> SGPropertyNode* instead of SGPropertyNode_ptr -- not in the
> JSBSim code, but the panel code. It's just a question of time,
> though, until the same bug in JSBSim bites us in the ass in
> the same way. Please fix. (see attachment)

Thanks for the quick fix.

I copied over the aircraft and engine xml files from the JSBSim CVS, but
FG is still aborting - see below. Looks like some mismatch in the
JSBSim/FG interface, so I think I'll leave it for others with more
knowledge.

-Stuart



Loading Component "elec DC Battery B 6P" of type: PURE_GAIN
  No GAIN specified (default: 1.0)
  INPUT: battery
  GAIN: 1.
  OUTPUT: battery

  Unable to process property: /systems/electrical/suppliers/engine

  Invalid output property name in flight control definition




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RE: [Flightgear-devel] Re: FG core dump when running Concorde

2006-03-23 Thread Buchanan, Stuart

--- "Jon S. Berndt" wrote:

> > * Buchanan, Stuart -- Thursday 23 March 2006 11:39:
> > > I'm getting a core dump when running with Concorde on an up to date
> > > SimGear/FG/Data on Cygwin.
> >
> > There are apparently two reasons:
> > (a) the concorde doesn't work with jsbsim 2.0 yet, and aborts
> > (b) this crashes fgfs (but why?)
> 
> I've converted the concorde aircraft model, but not the engine, yet.
> I'll
> work on that this morning.
> 
> Jon

Thanks. Does the same issue apply to the c310?

-Stuart



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Re: [Flightgear-devel] FlightGear photo scenery

2006-03-23 Thread Buchanan, Stuart
Hi Erik,

Are you bump-mapping the textures at run-time? If so, how?

-Stuart

--- Erik Hofman wrote:
> Rob Oates wrote:
> > I've updated my site with 2 new screen shots of the progress I am
> making 
> > with the High-res texture set.
> > 
> > http://mellonroot.acomp.usf.edu/~phoenix/gallery.html
> 
> 
> I don't know if you already do this but I added a bit of bump mapping to
> 
> the previous textures and was pleasantly surprised by the looks of it. 
> You might want to consider that too.
> 
> Erik




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[Flightgear-devel] FG core dump when running Concorde

2006-03-23 Thread Buchanan, Stuart
Hi All,

I'm getting a core dump when running with Concorde on an up to date
SimGear/FG/Data on Cygwin. I haven't managed to get anywhere in
determining the cause, but it appears to be different from the problems
reported under the "Upcoming Release".

The meagre stack trace I generated is included below.

-Stuart

[EMAIL PROTECTED] ~
$ fgfs --aircraft=Concorde 
  Model Author:  Anon Y. Mous
  Creation Date: 11-15-2005
  Version:   0.8
  Description:   Models an Aerospatiale/British Aerospace Concorde.
FlightGear aborting

Aborted (core dumped)

$ cat fgfs.exe.stackdump 
Stack trace:
Frame Function  Args
0022DED0  7C802542  (0688, EA60, 00A4, 0022DF0C)
0022DFE0  61088618  (, DF0DF047, , )
0022E0D0  610865FC  (, 61114130, 7C809F8A, )
0022E150  61086B1B  (0006, 0001, , )
0022E200  61086CD3  (0CF8, 0006, 0022E230, 61086EC7)
0022E210  61086CFC  (0006, , 0022E230, 6109DBCF)
0022E230  61086EC7  (10040218, 0022E334, 0022E250, 1004)
0022E260  610AA8B2  (7C809F90, , 7C809F8A, 6109B4FE)
0022E290  6104EC66  (121831A8, 00875E22, 0022E258, 0002)
0022E2B0  610844FF  (121831A8, 0022E2C8, 0022E2D0, 00996B53)
0022E2D0  00875F91  (12183188, 0022E2E8, 7C809F8A, )
0022E2F0  008762A0  (10048B68, 0015, 0022EF88, 7C8399F3)
0022E370  00871FD1  (100485B8, 100485BC, 0022E390, 00968789)
0022E380  009686D3  (121AD98C, 0002, 0022E3F0, 00875E20)
0022E390  00968789  (121AD98C, 610E2E2C, 0022E3D0, 6104EC66)
0022E3F0  00875E20  (121AD988, 0022E408, 0022E410, 00996B53)
End of stack trace (more stack frames may be present)

$ addr2line -e /usr/local/bin/fgfs.exe 7C802542 61088618 610865FC 61086B1B
61086CD3 61086CFC 61086EC7 610AA8B2 6104EC66 610844FF 00875F91 008762A0
00871FD1 009686D3 00968789 00875E20
??:0
??:0
??:0
??:0
??:0
??:0
??:0
??:0
??:0
??:0
/home/Stuart/SimGear/source/simgear/props/props.cxx:2161
/home/Stuart/SimGear/source/simgear/props/props.cxx:2217
/home/Stuart/SimGear/source/simgear/props/props.cxx:757
/usr/local/include/simgear/structure/SGSharedPtr.hxx:93
/usr/local/include/simgear/structure/SGSharedPtr.hxx:58
/home/Stuart/SimGear/source/simgear/props/props.cxx:2136



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Re: [Flightgear-devel] *.flightgear.org?

2006-03-10 Thread Buchanan, Stuart

--- Thomas Förster <> wrote:
> Am Freitag, 10. März 2006 13:32 schrieb Pigeon:
> > As we know, we have some FG docs and tips online written by many
> > people, and then there's the seedwiki site. And now we have a bug
> > tracker (i always liked one btw).



> Regarding documentation I can also offer to broaden the portal I set up.
> It's 
> a full blown content management system including workflow and fine
> grained 
> permissions.

Consolidating our docs is a good idea. However, I firmly believe the
correct place for such information is The Manual (aka The Getting Started
Guide), as it is delivered with every release, and is available in both
PDF and HTML.

Since the last release, I've already added information on Multi-player,
carrier operations, festival, multiple displays and tutorials. You can
find a copy of the latest version here: 

http://www.nanjika.co.uk/flightgear/getstart.pdf 

Most of this information has been copied from other sources such as the
wiki, for which I would like to say thanks to the authors. However, it
would be great if we could move to updating the guide directly as the
primary source or such information, rather than ending up with
duplication, or having to play catch-up. 

I'm happy to do the dogsbody work of converting plain text to Latex, for
those not familiar with it, or without access to the docs CVS build
environment. 

Regards,

-Stuart

P.S. Yes, I know that the HTML version of the manual on the FG website is
now quite out of date. We/I should get that sorted for the new release.




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Re: [Flightgear-devel] Re: Nasal controls.nas patch for multi-engine aircraft and changes to C310

2006-03-03 Thread Buchanan, Stuart
--- Melchior FRANZ wrote:
> * Buchanan, Stuart -- Thursday 02 March 2006 20:11:
> > I have a patch to Nasal/controls.nas. The patch changes the
> > adjEngControl() function to apply the adjustment to the currently
> selected
> > engine, rather than all of them. This directly affects adjThrottle(),
> > adjMixture(), adjCondition() and adjPropeller().
> 
> Makes sense to me. (The implementation less so. :-)

Well, to be consistent I was copying code from elsewhere in the Nasal
file. I assume you have some way of doing this in half the number of lines
:)

> > I also have a patch to the C310 so that the propeller control repeats,
> > available from http://www.nanjika.co.uk/flightgear/c310-set.diff
> 
> Makes sense, too, but I wonder if we shouldn't assign that globally
> in keyboard.xml. Looking into map.pdf I see that n/N has no meaning
> per default, but several aircraft defining it to mean the same:
> 
> N (78) 
>
c182|c182-2dpanel|c310|c310dpm-3d|hurricaneIIb|seafireIIIc|spitfireIIa:
> Propeller Coarse
> 
> n (110)
>
c182|c182-2dpanel|c310|c310dpm-3d|hurricaneIIb|seafireIIIc|spitfireIIa:
> Propeller Fine
> 
> m/M is mixture already, and right beside n/N.

Well, at least we are being consistent...

There were two reasons I didn't immediately put these into keyboard.xml

a) Obviously this function only applies to some aircraft. I haven't
checked the effect of adjusting the prop on, say the c172 or j3cub.

b) Some people are a bit concerned about using up all the keyboard
assignments (though presumably they can be over-written in an aircraft
.xml file?)

-Stuart



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[Flightgear-devel] GUI patch for location-in-air.xml

2006-03-02 Thread Buchanan, Stuart
Hi All,

I have a patch that improves the Position Aircraft (in air) dialog.

Screenshot here:

http://www.nanjika.co.uk/flightgear/location.gif

Patch here:

http://www.nanjika.co.uk/flightgear/location-in-air.diff

The patch makes the dialog more user-friendly, and uses a radio button to
determine the initial fix the user wishes to use.

-Stuart





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[Flightgear-devel] Nasal controls.nas patch for multi-engine aircraft and changes to C310

2006-03-02 Thread Buchanan, Stuart
Hi All,

I have a patch to Nasal/controls.nas. The patch changes the
adjEngControl() function to apply the adjustment to the currently selected
engine, rather than all of them. This directly affects adjThrottle(),
adjMixture(), adjCondition() and adjPropeller().

Patch available from http://www.nanjika.co.uk/flightgear/controls.diff.

I also have a patch to the C310 so that the propeller control repeats,
available from http://www.nanjika.co.uk/flightgear/c310-set.diff

Enjoy,

-Stuart



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Re: [Flightgear-devel] Tutorial System patch (version 5)

2006-02-26 Thread Buchanan, Stuart

--- Christian Mayer wrote:
> I've just tried the current version in CVS -- it's great!

Glad you like it.

> But one problem is that I don't have Festival - and thus have to read
> all messages... Reading and looking at the instruments as well as out of
> the cockpit and on the keyboard to hit the right keys is quite
> challenging... :)

Yes, having festival really makes a difference. I compiled it successfully
on Cygwin, but I don't know if it is possible to compile for straight
windows. 

Perhaps some kind person will be able to compile a MS binary and make it
available...

-Stuart



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Re: [Flightgear-devel] ATC Speech

2006-02-23 Thread Buchanan, Stuart

--- Justin Smithies wrote:
> Is it possible to make the speech louder than the aircraft noise ?
> Does festival have a setting to increase the volume ?

festival will be using a completely separate I/O to FGFS, so is
independant of the FGFS sound level. Simply reduce the sound level using
the Sound Properties dialog, and turn up the general volume on your
system...

-Stuart




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Re: [Flightgear-devel] Re: festival speech

2006-02-22 Thread Buchanan, Stuart

--- Martin Spott wrote:
> Melchior FRANZ wrote:
> 
> > Yes. Festival seems to be set up restrictive on some systems (or by
> default?).
> > One has to set the permissions in /etc/festival.scm (if it looks
> there) or
> > in /usr/share/festival/siteinit.scm or /usr/share/festival/init.scm:
> > 
> >  
>
http://www.cstr.ed.ac.uk/projects/festival/manual/festival_28.html#SEC130
> 
> Can I persuade somebody to create a chapter (or sub-chapter) for The
> Manual that describes such a setup with FlightGear ? Maybe a whole
> chapter on its own that contains external communication setups would be
> a great addition in the long run,

I'll do it. I was going to add it as a new section under Chapter 5 -
Features. I need to update the guide with information on the new tutorials
anyway.

-Stuart





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[Flightgear-devel] Tutorial System patch (version 5)

2006-02-20 Thread Buchanan, Stuart
Hi All,

Another post from me - must mean another iteration of the tutorial patch
:)

But I've followed FG best-practice this time around ...

As before, this is a patch for an XML based tutorial system. The patch
does the following:
- Provide a framework for writing tutorials in XML that are tied to
specific aircraft.
- Provide GUI hooks so the user can select from a list of available
tutorials.
- Display instructions through the screen.log and play them through
festival.
- Fix a minor bug where JSBSim aircraft didn't have any engines running
when the simulator was reset.
- Provide a series of tutorials for the Cessna 172 - take-off, landing,
pattern, engine failure.

Changes since the last version:
- Tutorials defined under /sim/tutorial rather than /tutorial
- /sim/messages/copilot used instead of a custom screen display and
festival output
- TTS-specific text support dropped.
- Now able to stop the tutorial part way though using a Stop Tutorial menu
item.

Available for comments from 

http://www.nanjika.co.uk/flightgear/tutorial5.tar.gz

-Stuart



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Re: [Flightgear-devel] Re: Flaps/Gear/Load/Speed limits patch

2006-02-15 Thread Buchanan, Stuart

--- Melchior FRANZ wrote:
> * Buchanan, Stuart -- Wednesday 15 February 2006 00:01:
> > http://www.nanjika.co.uk/flightgear/limits2.tar.gz.
> > 
> > It consists of
> > - An improved limits.nas file using property listeners and the new
> Nasal
> 
> "patch" doesn't apply it cleanly. The reject file is quite big.
> 

OK, try again on the same link. I ran another cvs update before doing the
diff. I've also included the new limits.nas file, if that is easier.

-Stuart





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Re: [Flightgear-devel] Re: Flaps/Gear/Load/Speed limits patch

2006-02-15 Thread Buchanan, Stuart

--- Frederic Bouvier wrote:
> Quoting "Buchanan, Stuart" :
> > >
> > --- Melchior FRANZ wrote:
> > > * Buchanan, Stuart -- Wednesday 15 February 2006 00:01:
> > > > http://www.nanjika.co.uk/flightgear/limits2.tar.gz.
> > > >
> > > > It consists of
> > > > - An improved limits.nas file using property listeners and the new
> > > Nasal
> > >
> > > "patch" doesn't apply it cleanly. The reject file is quite big.
> >
> > Strange, it was generated last night from "cvs diff -u -8". I'll send
> > through the entire replacement limits.nas file instead - I think it
> may be
> > smaller than the patch...
> 
> 
> You should do 'cvs update -A' first. Otherwise, we would have
> regressions.

Will do. I thought 'cvs diff' compared the current file with the one in
the CVS repository over the 'net ?



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Re: [Flightgear-devel] Re: Flaps/Gear/Load/Speed limits patch

2006-02-15 Thread Buchanan, Stuart

--- Melchior FRANZ wrote:
> * Buchanan, Stuart -- Wednesday 15 February 2006 00:01:
> > http://www.nanjika.co.uk/flightgear/limits2.tar.gz.
> > 
> > It consists of
> > - An improved limits.nas file using property listeners and the new
> Nasal
> 
> "patch" doesn't apply it cleanly. The reject file is quite big.

Strange, it was generated last night from "cvs diff -u -8". I'll send
through the entire replacement limits.nas file instead - I think it may be
smaller than the patch...

-Stuart





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[Flightgear-devel] Flaps/Gear/Load/Speed limits patch

2006-02-14 Thread Buchanan, Stuart
Hi All,

A patch to the Nasal limits code is available from
http://www.nanjika.co.uk/flightgear/limits2.tar.gz.

It consists of
- An improved limits.nas file using property listeners and the new Nasal
display code instead of timers and the original C-based display.
- Support for multiple flap limits. For example, the C182 now has limits
of 140, 120, 100 kts for flaps settings of 10, 20 and 30 degrees
respectively. This is much more accurate.
- New limits and help text for the C310 (taken from www.twincessna.org)

It also means we can back out the original source patch I submitted for
displaying text to the screen via src/Scripting/NasalDisplay.*

-Stuart




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Re: [Flightgear-devel] Future feature proposal to think about...

2006-02-12 Thread Buchanan, Stuart
--- Lee Elliott wrote:
> Funny where you are sometimes, when ideas occur to you.  I was in 
> the shower, thinking about various aspects of FG when I thought, 
> while doing some logical toppling: wouldn't it be fun in 
> multi-player if there was a mode where instead of one player to 
> one aircraft we could have many people to one aircraft, so that 
> several people could crew a single aircraft...

I think you can do this already using the I/O system as follows:

Player 1 connection via multiplayer normally, also output FDM/control
information to player2, and receives control information back from player
2 (command-line options taken from the Getting Started Guide):

--callsign=MyName
--multiplay=in,10,192.168.0.2,5000
--multiplay=out,10,202.83.200.172,5000
--native-fdm=socket,out,60,,5505,udp
--native-ctrls=socket,out,60,,5506,udp
--native-ctrls=socket,in,60,,5507,udp

Player 2 connects to receive multiplayer information only (to display
other aircraft etc), receives FDM/control information from Player 1, and
outputs control information back to Player 1:

--multiplay=in,10,192.168.0.2,5000
--native-fdm=socket,in,60,,5505,udp
--native-ctrls=socket,in,60,,5506,udp
--native-ctrls=socket,out,60,,5507,udp

Of course, you need to be able to reach each other with UDP on the ports
above, and set up player 2 so they aren't over-riding Player 1's control
inputs. The README.IO has more information on setting the options.

It isn't trivial, but I don't think it's beyond the technical know-how of
people sufficiently into FG to want to do this kind of thing.

Regards,

-Stuart




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[Flightgear-devel] Tutorial system patch

2006-02-11 Thread Buchanan, Stuart
Hi All,

A new patch for a tutorial system is now available from
http://www.nanjika.co.uk/flightgear/tutorial3.tar.gz. It is a complete
replacement for the previous tutorial patches I have posted.

The patch provides
- A fix to the presets code so JSBSim aircraft have their engines running
when starting in mid-air.
- Start Tutorial and End Tutorial menu items under the Help.
- A GUI interface allowing the user to choose from a selection of
tutorials defined in the current aircraft.
- An easy way to define tutorials in XML consisting of a instructions,
exit and eror criteria
- Support for both pre-recorded and TTS instructions/errors, which may
differ from those displayed on the screen.
- A set of tutorials for the C172p - take-off, landing, pattern and engine
failure.
- README.tutorial for source/docs-mini

Comments welcome.

-Stuart





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Re: [Flightgear-devel] Re: Patch for XML-based tutorial system

2006-02-02 Thread Buchanan, Stuart

--- Melchior FRANZ <>wrote:
> * Buchanan, Stuart -- Thursday 02 February 2006 23:18:
> > This makes use of Melchior's Nasal display code instead of the Nasal
> > display patch I previously submitted.
> 
> I changed that meanwhile and made it a class (because Curt wanted more
> than one text window. :-)

OK, I'll take a look and update the tutorial patch.

> > I'm currently working on an improved version of the speed warning
> patch
> > that makes use of the property listeners, but hitting some crashes, so
> > am not ready to submit. 
> 
> Really "crashes"? There were some occasional hangs, but that's fixed in
> cvs.

You are correct - hangs rather than crashes. On my Cygwin system they both
look the same except the command prompt returns. I'll update my CVS and
try again.

It's hard work keeping up with your pace of development ;)

Thanks for the new functions.

-Stuart



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Re: [Flightgear-devel] Patch for XML-based tutorial system

2006-02-02 Thread Buchanan, Stuart
Hi All,

I have a new, improved patch for the tutorial system available from
http://www.nanjika.co.uk/flightgear/tutorial2.tar.gz.

This makes use of Melchior's Nasal display code instead of the Nasal
display patch I previously submitted. As before, it provides a series of
tutorials for the c172p, as well as a framework for further tutorials
written in XML. 

Can I suggest that my previous patch for Nasal display and speed warnings
is backed out from CVS and replaced with Melchior's? I think Melchior's
solution for displaying text through Nasal is superior, and we don't need
two different approaches :). 

I'm not aware of anyone else using it, so backing out the fix should be
fairly low risk. I'm currently working on an improved version of the speed
warning patch that makes use of the property listeners, but hitting some
crashes, so am not ready to submit.

Regards,

-Stuart







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[Flightgear-devel] c182/c310 adnimation updates for JSBSim v2.0

2006-01-31 Thread Buchanan, Stuart
Hi All,

Two small updates for the c182 and c310 to put back in the flight surface
animations. 

I've also corrected the VRP for the c310 which was set to 0,0,0. I've set
it to the AERORP, which looks about right (the wheels are now on the
runway) but is basically a guess.

See:

http://www.nanjika.co.uk/flightgear/c182.diff
http://www.nanjika.co.uk/flightgear/c310.diff

Thanks,

-Stuart



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Re: [Flightgear-devel] Flightgear.org

2006-01-26 Thread Buchanan, Stuart
--- "Curtis L. Olson" <> wrote:
> Jon S. Berndt wrote:
> 
> >Looks like flightgear.org is an isolated island this morning. Anyone
> else
> >having trouble with cvs there?
> >  
> >
> 
> Hi Jon, I know you are a windows guy, but if you can snag a copy of 
> traceroute, that shows you all the steps your packet passes through 
> betwen you and the destination IP.  It can be helpful in spotting the 
> location of a breakdown.

Hi Jon,

Just incase you don't already know it, the command on windows is tracert.

-Stuart






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Re: [Flightgear-devel] Re: Patch for Nasal flaps, gear, Vne, airframe stress warnings

2006-01-26 Thread Buchanan, Stuart
--- Melchior FRANZ <> wrote:
> * Curtis L. Olson -- Tuesday 03 January 2006 22:21:
> > It might also be nice to have a version of the display message that 
> > takes an X,Y location so you can put message in arbitrary locations.
> 
> The whole thing could have been done with simple transparent dialogs
> and a Nasal function (like the new fps display). No need for a new Nasal
> primitive ... That way it could display several lines that scroll up
> as new lines are added ...

Too many ways to skin the cat...

Yes, a transparent Nasal dialog might be better. I will have a look at the
new fps dialog and investigate further.

Thanks for the pointer.

-Stuart




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[Flightgear-devel] Patch for XML-based tutorial system and C172 tutorials.

2006-01-24 Thread Buchanan, Stuart
Hi All,

I've uploaded an updated patch for a tutorial system to 

http://www.nanjika.co.uk/flightgear/tutorial.tar.gz

It contains the following pieces.
1) A patch to apply-presets so the engines are running if you start in
mid-air. Previously I had to perform a mid-air restart in the c172p...
2) A modification to the sounds dialog, including a new checkbox for
tutorial instructions, which (like ATC chatter) are independent of the
Mute option.
3) A new Tutorials item under the Help menu.
4) A "tutorial wizard", allowing the user to select from the available
tutorials, and then view a description of the tutorial.
5) A library of Nasal functions that reads a tree of properties underneath
/tutorial to run a tutorial.
6) XML tutorial file for the Cessna 172p consisting of tutorials for
take-off, landing, flying the pattern, and emergency landing.

Issues:
- My modification to presets_commit is very piston-centric (i.e. it sets
the magnetos). Does anyone have a suggestion on how to start the engines
more generically?
- I haven't yet recorded voice instructions for the Cessna tutorials
(though I have tested they work). I intend to do so once people have had
the chance to critique the FG CFI ;)
- The text on the tutorial instructions page extends past the end of the
textarea boundary. Looks like some sort of GUI bug.
- I'm not sure if my pattern description is OK. Specifically, I've got the
user turning to crosswind at 500ft AGL.
- I need to write a tutorial on writing tutorials, though there is a
description in tutorial.nas

Feedback welcome.

-Stuart





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[Flightgear-devel] Engine failure in JSBSim

2006-01-22 Thread Buchanan, Stuart
Hi All,

I've just about finished an improved Nasal tutorial system with take-off,
landing and pattern tutorials for the JSBSim c172p. I'm now scripting a
tutorial of an engine failure. However, I can't find the correct property
to cause the engine to fail in a non-restartable way.

I've tried fuel starvation, changing the
engines/engine/faults/.*-serviceable flags. The only thing that works is
setting the magnetos to 0. However, that makes it too easy to restart,
especially as ideally I want the user to go through some sort of restart
procedure that I guess would include a magneto check .

Does anyone have any ideas?

-Stuart







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[Flightgear-devel] Features update to the Getting Started Guide

2006-01-18 Thread Buchanan, Stuart
Hi All,

I've put together a new chapter for the Getting Started Guide listing some
of the non-obvious features of FG:

- Atlas (OK this isn't a direct feature...)
- Multiplayer
- Multiple displays
- Recording/Playback
- Aircraft Carrier

Most of the information is taken straight from the Wiki - many thanks to
those who wrote it.

An updated version of the Getting Started guide is available from:

http://www.nanjika.co.uk/flightgear/getstart/getstart.pdf

The patch is available from

http://www.nanjika.co.uk/flightgear/getstart/features.tar.gz

As always comments are welcome. In particular, I don't have multiple
displays, so if someone could look over those instruction in particular,
that would be great.

Regards,

-Stuart



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Re: [Flightgear-devel] Patch for XML-based tutorial system

2006-01-12 Thread Buchanan, Stuart
--- Cyprien wrote:
> Ok, i have patch all the files... but when i select Help/tutorial, i 
> still have no tutorial available for this aircraft :(
> i've used the command lince
> 
> fgfs --aircraft=c172p --airport=KHAF
> but it said to me that the runway 10 doesn't exist, i've used the 12
> instead... where i'm wrong ??

The error message is purely because your default run is 10. Personally, I
use runway 30. It shouldn't make any difference to the tutorial.

Maybe your c172p-set.xml file hasn't included the c172p-tutorial.xml file
correctly?

 Can you use the internal property browser to check that there is a
/tutorial/tutorial[0] node?

-Stuart



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Re: [Flightgear-devel] Patch for XML-based tutorial system

2006-01-11 Thread Buchanan, Stuart
--- Cyprien wrote:
> hi stuart,
> sorry for that question but do i need the cvs to apply your patch ??? 
> what's the command line you use ?

Yes, you'll need the current cvs version of FlightGear and cvs itself.

I _think_ you need to use the "cvs patch" command to apply the patches to
the cvs files, though they are simple enough that you could patch them
manually using a text editor. 

To run the tutorials, use the following command line:

fgfs --aircraft=c172p --airport=KHAF

Hope that helps.

-Stuart





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Re: [Flightgear-devel] Flight lesson scripters / ATC chatter

2006-01-09 Thread Buchanan, Stuart

--- "Curtis L. Olson" wrote:
> I have just added some functionality to FlightGear to play one-off wav 
> files.  These files do not need to be preloaded, they can be named and 
> played on the fly at any time.

> 3. From a nasal script (not yet tested)

Great stuff, and perfect timing :)

I was trying to get something similar to work at the weekend, but failed I
don't think I proeprly understood the difference between a string& and a
const char *. 

I'll test the Nasal side of things and add it to the tutorial script over
the next couple of days. 

I wonder if my wife would like to be a flight instructor voice - her
accent is a lot clearer than my broad Scots...

Many thanks Curt.

-Stuart




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[Flightgear-devel] Patch for XML-based tutorial system

2006-01-07 Thread Buchanan, Stuart
Hi All,

Based on the discussions started by Paul and Cyprien, I had a go at
writing an XML-based tutorial system in Nasal. 

It is still fairly rough, but is available as a patch here:
http://www.nanjika.co.uk/flightgear/tutorial.tar.gz.

The patch consists of:
- a simple "take-off" tutorial for the C172p, as an XML file. The XML
defines a number of tutorials, each of which consists of
  - an initialization state
  - a number of steps, each of which has 
- text displayed when the step begins
- exit criteria to move to the next step
- error criteria, displaying warning messages.
- a tutorial library (tutorial.nas) that runs the tutorial.
- a new Tutorial dialog, accessed from the Help menu, that dynamically
works out the tutorials that are available.

The most obvious omissions currently are:
- The dialog box isn't great. It would be great if a description for each
tutorial was displayed when the tutorial was selected.
- Currently the end of the tutorial displays a message with the number of
errors. This should probably be a dialog.
- You cannot set properties outside of the initialization. This is almost
trivial to add, and would be great for engine-out tutorials.
- No audio instructions, though I think I now know how to add them to
Nasal and therefore to the tutorial system.
- I'd like to be able to run Nasal scripts defined within the tutorial XML
file.

Let me know what you think.

Paul, Cyprien: Apologies if I've stepped on your toes by putting this
together. If either of you would like to take the patch onwards, I'm happy
to leave you to it.

Regards,

-Stuart





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Re: [Flightgear-devel] C310 rate of climb

2006-01-06 Thread Buchanan, Stuart
--- "Jon S. Berndt" wrote:
> Does anyone have an idea of what the ROC is for the C310 at various
> altitudes?

Airliners.net quotes the C310R initial ROC as being 1662 fpm, and the
service ceiling as 19,750ft, but I guess you already knew that.

I have an article from Plane and Pilot on the C310R at home. I'll check it
tonight, but I don't recall it giving any more detailed performance
information.

-Stuart



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Buchanan, Stuart

--- Martin Spott  wrote:
> Christian Mayer wrote:
> > Martin Spott schrieb:
> 
> >> Could you probably back this with an explanation ? Voice-based ATC is
> >> done all over the world, why should'nt FlightGear do this as well ?
> > 
> > I understand the point that a real voice service does only make sense
> > when there is an ATC service (at least for the big airports and
> > instrument flying) that can handle it.
> [...]
> > Text messages have the big problem that when you are already missing a
> > few hands during landing you would need an additional hand that
> selects
> > the correct text. A voice message would be parallel...
> 
> I'd like to underline these two points:
> 1.) There won't be any volunteer who is serious about doing ATC
> service as long as FlightGear does not have _appropriate_
> capabilities. Appropriate capabilities in my eyes includes
> something that resembles the functions of a radar screen plus ...
> 2.) a medium that allows ATC to communicate with the pilots in a way
> that really allows for doing ATC. Typing text messages definitely
> does not fall in this category because ATC as well as the pilots
> need their hands for other tasks. I don't know a single serious
> pilot who is capable of flying an approach with just one hand (you
> need one for the controls and the other for throttle/flaps/whatever
> - not to speak of the necessary skills to type only with the
> fingers on the other hand.

I feel slightly wary of voice-based comms within FG itself, if only
because it is unlikely to be able to integrate within the current ATC/AI
code. Having human ATC is great, but a fallback AI version would allow a
small number of human ATC controllers to be part of a complete ATC
environment.

I think there is probably more mileage in the menu-style system that is
currently used for our ATC. If we could access the ATC menu options using
the keyboard (numbers 1 - 9 on the top of the keyboard?) it wouldn't take
too much effort on approach, and adding a free-form text box would be
fairly 

Of course, just because you are using a text-based ATC system for the
basic interaction, doesn't mean you can't use voice-comms on top of that
to add realism. 

Regards,

-Stuart



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Re: [Flightgear-devel] Lessons in FlightGear

2006-01-04 Thread Buchanan, Stuart

--- Cyprien <> wrote:
> Hello,
> I've read the thread of Paul Surgeon  aircraft> and i think it could be good to do something like this :
> It's hard for me to explain what i'm thinking about with my poor 
> english, so i've made a example and draw a GUI : 
> http://j2rpg.photos.free.fr/scenario/start.png
> Each lesson is divided into stages (Take Off, Climbing Out, First 
> Corner... etc) and each stage have a flag (White = stage is not 
> finished, Green = successfull, Yellow = Small mistake, Orange = Medium 
> mistake, Red = Retry)
> Instructions are displayed only for the current stage (in my example, 
> the current stage is First Corner...).



Yes, Paul's thread got me thinking too...

I think having direct in-sim tutorials would be great, and possibly a bit
easier than attaching an external program.

Not sure how easy the flags would be to create. Personally I think I'd
find it a bit distracting to have a dialog box open while flying.

However, it should be quite straight-forward to implement a slightly
simpler version in Nasal using the printScreen patch I submitted earlier.

Specifically, you could have
- a dialog to select a tutorial
- Nasal code controlling the tutorial through either a simple FSM (finite
state machine) written directly in Nasal, or building the FSM from a set
of properties in a XML file as you suggested.
- the current instructions ("turn to heading 090") displayed on the
screen.
- A dialog pop-up at the end of the tutorial indicating pass/failure for
each stage.

As you suggest, the real value would be in being able to create the FSM
from an XML file, allowing additional tutorials to be created easily.
However, that is a much bigger project, and I think it might be very
difficult to provide enough flexibility.

-Stuart



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Re: [Flightgear-devel] Code/Model Optimization

2006-01-04 Thread Buchanan, Stuart

--- "Ampere K. Hardraade" <> wrote:
> On January 3, 2006 04:13 pm, Paul Surgeon wrote:
> > With regards to MP aircraft :
> > We need the default aircraft to have a decent pyramid of LOD models as
> well
> > texture pyramids. There's no point in loading high resolution textures
> for
> > MP aircraft that are barely within visual range.
> This is a good idea.  As the aircraft becomes further and further away,
> more 
> and more details can be made disappeared.  This method doesn't require
> any 
> extra lower-detail model.  All it needs is a bit of planning during 
> modelling.

Could you outline how to do this ?

I assume it is done using animation code.

-Stuart



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Re: [Flightgear-devel] Patch for Nasal flaps, gear, Vne, airframe stress warnings

2006-01-04 Thread Buchanan, Stuart

--- Karsten Krispin <> wrote:

> Am Mittwoch, 4. Januar 2006 01:12 schrieb Ampere K. Hardraade:
> > That can be shortened to displayMsg().
> >
> > How about screenPrint() ?
> >
> 
> Sound even better... that also exactly what I would expect from this
> function.
> 
> print as C or Perls Print some text, but do that into the 
> FG-Screen/Window.. :)

OK, a new version of the limits code, with the function renamed to
screenPrint() is now available from 

http://www.nanjika.co.uk/flightgear/limits.tar.gz

-Stuart 




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Re: [Flightgear-devel] Patch for Nasal flaps, gear, Vne, airframe stress warnings

2006-01-03 Thread Buchanan, Stuart

--- Andy Ross <> wrote:
> Stuart Buchanan wrote:
> > - Provide a Nasal interface to display simple text messages on the
> > screen like the ATC display. In fact, I copied the code from the
> > ATCDisplay.cxx and simply shifted it further down the screen.
> >
> > The Nasal interface to display messages can be called simply as
> follows:
> > displaySingleMessage("Message here")
> 
> This is really cool, but I'm not a big fan of long function names for
> simple, global actions.  How about we call this thing "print()" and
> rename the existing print() function (which dumps to the console)
> log() instead?  Almost everyone would prefer this to be the default
> text output, I think.

I was originally going to replicate all the ATCDisplay functions within
Nasal, hence the long name. However, in the end I only created a single
interface. 

As Curt say, people expect print() to print to the console. What about
displayMessage() ?

> Also, rather than copying code from the ATC display, would it be
> better to unify the two?  Is there a really good reason not to have
> both streams in the same scroll buffer?

Yes, it would be much cleaner to unify the graphics code, but I wasn't
confident enough in C++ and OpenGL to do it properly, so wimped out and
copied the code.

Additionally, I thought things might get a bit messy:
- ATC messages are only rendered if ATC is switched on - the Nasal
messages are always 
- The Nasal messages are displayed below the ATC ones to avoid 
over-writing. 

Not brilliant reasons I know, so if you feel that it isn't an acceptable
patch as it is, let me know and I'll work on it further.

Regards,

-Stuart





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Re: [Flightgear-devel] Patch for Nasal flaps, gear, Vne, airframe stress warnings

2006-01-03 Thread Buchanan, Stuart

--- Martin Spott <> wrote:
> "Buchanan, Stuart" wrote:
> 
> > - Provide generic Nasal code to check if a pilot is abusing their
> aircraft
> > by extending their gear/flaps above the maximum allowed speed,
> exceeding
> > Vne, or pulling excessive G-forces.
> > - Implement limits within the C182.
> 
> Does anyone have the necessary experience with the C172/C182 3D-model
> to animate folding wings after pulling the elevator too much while
> cruising in the yellow arc ?  ;-)

I think the challenge is more modifying the FDM so that the plane goes
into a nose-dive.

I had a think about animating the failure by playing snapping sounds,
making the flaps disappear, and leaving the gear half-deployed, but they
wouldn't have any effect on the FDM itself, so I didn't do it in the end.

-Stuart








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Re: [Flightgear-devel] Patch for Nasal flaps, gear, Vne, airframe stress warnings

2006-01-03 Thread Buchanan, Stuart

--- "Ampere K. Hardraade" <> wrote:
> On January 2, 2006 06:21 pm, Buchanan, Stuart wrote:
> > - Provide a Nasal interface to display simple text messages on the
> screen
> > like the ATC display. In fact, I copied the code from the
> ATCDisplay.cxx
> > and simply shifted it further down the screen.
> 
> This is great!  Once property transfer is implemented in the MP, we can
> use 
> Nasal to implement different radio channels.
> 
> Ampere

Presumably this would allow people to communicate directly using the FG
radios, rather than IRC in the multiplayer environment?

That would be a great enhancement (especially with a UNICOM frequency for
chatter), though I think the display interface I've written might be a
little simplistic.

-Stuart








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[Flightgear-devel] Patch for Nasal flaps, gear, Vne, airframe stress warnings

2006-01-02 Thread Buchanan, Stuart
Hi All,

Based on some comments by people on the list I've put together a patch to
do the following:

- Provide a Nasal interface to display simple text messages on the screen
like the ATC display. In fact, I copied the code from the ATCDisplay.cxx
and simply shifted it further down the screen.
- Provide generic Nasal code to check if a pilot is abusing their aircraft
by extending their gear/flaps above the maximum allowed speed, exceeding
Vne, or pulling excessive G-forces.
- Implement limits within the C182.

The patch is available from 

http://www.nanjika.co.uk/flightgear/limits.tar.gz

You can provide warning messages for airplane abuse simply by adding the
following XML code to your aircraft:


  100
  120
  3.5
  -1.52
  175



   
Aircraft/Generic/limits.nas
  

 
The Nasal interface to display messages can be called simply as follows: 

displaySingleMessage("Message here") 

The message displays near the top of the screen for 5 seconds. There is
space to develop this further for tutorial messages for example.

As usual, there are a couple of limitations:
- As with the ATC messages, if you try to display two different messages
within 5 seconds, you get one over-writing the other.
- The G-limits are currently only implemented for JSBSim aircraft , though
it is simple to add the function for other FDMs. This is laziness on my
part.
- I'm not sure if the C182 values are correct. I can't pull 3.5G in a
C-182 anyway, but does anyone know the max flap extension speed?

As always, feedback is appreciated.

Hope everyone had a good Hogmanay. Best regards for the new year,

-Stuart





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Re: [Flightgear-devel] Creating a PA34-Seneca (which FDM to choose?)

2005-12-21 Thread Buchanan, Stuart

--- Torsten Dreyer <> wrote:
> Hi all,
> 
> I am currently trying to build a Piper PA34 Seneca for FlightGear. I
> started 
> creating a 3d model and have now a model with some animations
> implemented. 
> Animations are the usual stuff: elevator, aileron, rudder, gear and cowl
> 
> flaps. It has a somewhat ugly texture, but got a cool tail-number. But
> look 
> yourself:
> http://www.t3r.de/fg/Seneca-screen-001.jpg

The model looks good. Another light piston twin would be wonderful to
have.


> 
> unrealistic performance. The Plane takeof speed is some 140knots with a
> rate 
> of climb of 70fpm which is far from the real thing. 

Sounds like you've just got one engine running ;)

> Long intro for my question: 
> What is the best FDM to use, when I have the airplane manual with its 
> dimensions, performance data, mass-and-balance section and with the
> ability 
> to actually fly the plane and get the real data like "what indicated
> speed at 
> what pitch with which power setting at altitude 8000ft with ISA?"

I've no idea, but it sounds like a wonderful opportunity to test our FDMs
and produce a superb aircraft for FG. Good luck!

Regards,

-Stuart



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