[Flightgear-devel] YASim Prop wash and the p51d

2009-06-22 Thread Jim Wilson
Hi Andy,

Looking through the code I don't see anything that considers prop
wash.  That's still true correct?

Assuming it is,  I came across an old posting at
http://www.mail-archive.com/flightgear-de...@flightgear.org/msg07479.html
and while this looks interesting, I'm kind of wondering if there's a
way we could just add a "prop-wash-diameter" value to hstab and use
that (with prop pitch, rpm, and IAS) to plug in additional lift into
the solver.

Thanks,

Jim

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[Flightgear-devel] YASim Prop wash and the p51d.

2009-06-22 Thread Jim Wilson
Hi Andy,

Looking through the code I don't see anything that considers prop wash.
That's still true correct?

Assuming it is,  I came across an old posting at
http://www.mail-archive.com/flightgear-de...@flightgear.org/msg07479.htmland
while this looks interesting, I'm kind of wondering if there's a way
we
could just add a "prop-wash-diameter" value to hstab and use that (with prop
pitch, rpm, and IAS) to plug in additional lift into the solver.

Thanks,

Jim
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Re: [Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Jim Wilson
On Thu, Jun 11, 2009 at 2:39 PM, Gary Neely  wrote:

> On Thu, Jun 11, 2009 at 10:39 AM, Jim Wilson
> wrote:
>
> > For those who are modeling and are not bothering with setting the crease
> > value now (and letting it default to 30) I would strongly recommend
> removing
> > all the lines from the ac files that contain the word crease before
> > committing them to CVS.   I think you will really enjoy the improved
> > appearance of your work.
> >
> > Best,
> >
> > Jim
>
>
> I've used the crease setting to get a very passable rounded
> appearances on surfaces like landing gear struts using surprisingly
> low polygon counts. A tube with a cross section having only 8 vertices
> can give very pleasing results after you play with the crease setting
> a bit, to values like Vivian suggests. The application can have
> considerable effect on polygon counts. I learned this trick from
> examination of the A-10 model done by Lee Elliott I believe.
>
> -Gary, aka Buckaroo on MP
>

Yes, that's normal smooth shading.  The purpose of crease is to actually
cause a crease, not to prevent one.  I just looked it up and if the setting,
either an older ac3d file or bye deleting the lines from your ac file, the
default being used is 61.  That should be the default in your models unless
you want a crease to show.

Best,

Jim
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Re: [Flightgear-devel] "Emission animation broken?"

2009-06-11 Thread Jim Wilson
When did this happen?  I've got cvs from May 27 and it is working on the p51
panel.

Jim

On Wed, Jun 10, 2009 at 3:13 AM, Vic Marriott  wrote:

> Hi All,Is there any work being done to fix the lack of 'Emission
> Animation'?
>
> Currently, to test any animated models which use "/sim/time/utc/second", I
> have to resort to version 1.0.0.
>
> In view of the way things are being changed as FG progresses, it would be a
> shame if this previously available asset were to be left behind.
>
> Best regards,
> Vic
>
>
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[Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Jim Wilson
Several models have developed smoothing problems, including at least one
that I originally did years ago.  The current 747-400 looks fantastic, by
the way, but it could look _a lot_ better with almost no effort.

About 5 or 6 years ago the AC3D developer added a "crease" parameter to the
ac3d file format.   This crease parameter defaults to 30 degrees.

This crease angle represents the angle between the normals of two adjacent
polygons.   For those who don't know, normals are lines that are
perpendicular to the face of a polygon projected in the direction where the
light is reflected (e.g. the non-transparent side).  You don't see them but
their coordinates are used during rendering.

Our model loader splits the connecting vertices if the angle between
adjacent normals is equal to or more than the crease setting (that defaults
to 30).  This creates the appearance of a sharp crease between the adjacent
polygons (actually triangles) in OpenGL.

This is helpful when you want a sharp edge.   Previously it would be
critical to split the vertices manually in ac3d if you wanted a crease to
show.

The default crease value in ac3d is a problem for fuselages in particular.
The default crease of 30 degrees is quite shallow.   Basically if you
default to 30 then a smooth curve on a fuselage requires a minimum of 4
polygons separating surfaces that are 90 degrees apart.  A lot of the models
just don't have that many polygons.  Even if they do have that many polygons
the shape of the fuselage can still lead to adjacent polygons whose normals
are over 29.99 degrees apart.  The result is a crease shows up where it
doesn't belong.

The whole crease concept really falls apart (this is a jab at ac3d) with
shapes like you'd have on a zeppelin or dh-82 where the creases go
lengthwise but the polygons that represent the curves should smooth.  The
crease feature in AC3D is convenient but it ultimately reduces the
flexibility some modelers think they have.  You can always set the crease to
180 and split your vertices manually.

We, in our loader, are defaulting the crease value to something like 60
degrees for the case where ac3d files do not contain crease data (most of
the older ones do not).  As these models are updated though,  all the crease
values are defaulted to 30 and suddenly creases start showing up where they
never were before.   The 747 for example, has a sharp line down the center
of the fuselage top and bottom as well as several undesirable creases
elsewhere.

For those who are modeling and are not bothering with setting the crease
value now (and letting it default to 30) I would strongly recommend removing
all the lines from the ac files that contain the word crease before
committing them to CVS.   I think you will really enjoy the improved
appearance of your work.

Best,

Jim
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Re: [Flightgear-devel] Textranslate Step and Scroll

2007-03-09 Thread Jim Wilson
equencies in MHz ... but that would only need to
> > be done in one place, not done N times for a N-digit readout.
> 
> I was trying to avoid this, but it may prove neccessary in some cases.
> 
> >C2) The  idea is not the worst idea I've ever seen, but
> > I see no evidence that it is necessary.  AFAICT, all the
> > existing broken instruments can be unbroken by choosing a
> > suitable nonzero  value.
> 
> Probably true, but I am trying to avoid hard-coding a value.
> 
> > D) It is important to have reasonable defaults.  A zero scroll
> > value is not a reasonable default.  If you don't like my expedient
> > of setting the default scroll value to a millionth of the 
> > size, another option would be to set it to 1e-6 in absolute units,
> > in whatever units the  is being measured in.  Either of
> > these options suffices to unbreak the currently-existing broken
> > instruments.
> > 
> > In the future, anybody who comes up with an exceptional instrument
> > for which the default doesn't work is free to pass in a non-default
> >  value.
> 
> Except in your algorithm '0' can never be used as a scroll value.
> 
> Ron
> 
> 
> 
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Re: [Flightgear-devel] FlightGear Book

2007-01-27 Thread Jim Wilson
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Re: [Flightgear-devel] Z-buffering issue in 2.5D panels

2007-01-22 Thread Jim Wilson
Hi Stuart,

Sorry for the late response.  The distance the instrument is from the "eye" is 
probably 
the reason for the difference.  Zooming in is simply a matter of narrowing the 
fov making 
a smaller frustrum so that a particular component appears bigger on the screen. 
 I'm 
talking about the actual distance the instrument is from the eye point.  
Z-fighting would 
be more likely as the instrument moves farther away.

Best,

Jim

> -Original Message-
> From: Stuart Buchanan <[EMAIL PROTECTED]>
> Sent: Saturday, 6. Jan 2007 7:23 -0500
> To: FlightGear Dev 
> Subject: [Flightgear-devel] Z-buffering issue in 2.5D panels
> 
> Hi All,
> 
> I've noticed an issue in some of the 2-D panels that are used as 3-D
> panels on some of the aircraft.
> 
> Specifically, the c310 and pc7 3-D panels have very bad flicker on some of
> the textures. Strangely, the c182 (which uses the same technique for the
> panel) does not have this problem.
> 
> I've tried moving the panels forward and back in case it was a collision
> with the 3-D firewall, but it doesn't appear to be the cause. As far as I
> can tell, the problem seems to be associated with layered textures in
> instruments, but it is suspicious that the same instrument on the c182
> doesn't display the same problem. 
> 
> I've uploaded a gif showing the effect here:
> 
> http://www.nanjika.co.uk/flightgear/panel.gif
> 
> Note that within FG, the interference "flickers" constantly.
> 
> For reference, my platform is as follows:
> - WinXP
> - NVIDIA GeForce 7600 GS graphics card with fairly recent drivers
> (22/10/2006)
> - Up-to-date FG source and data trees.
> 
> -Stuart
> 
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Re: [Flightgear-devel] ? cockpit lighting ?

2007-01-22 Thread Jim Wilson
A while back I added material animation for changing OpenGL emissive material 
properties 
on the fly, so that a dimmer could be added to the P51D Cockpit.  Subsequently 
it was rewritten by Melchior IIRC.

Most of the aircraft doesn't actually have this configured, but if you are 
interested you 
could study the P51D configuration and perhaps add similar support to the 
cessnas.  The 
property names won't have effect except for the aircraft that have been 
configured to 
modify emissive properties on certain cockpit objects depending on that 
property-name's 
value.

Best,

Jim

> -Original Message-
> From: John Denker <[EMAIL PROTECTED]>
> Sent: Sunday, 7. Jan 2007 20:11 -0500
> To: FlightGear developers discussions 
> Subject: [Flightgear-devel] ? cockpit lighting ?
> 
> I have been unable to find any way to turn on cockpit area lighting.
> 
> I found nothing on the subject in the documentation.
> 
> I tried looking around in the c172 and c182 aircraft models and
> didn't find anything.
> 
> I tried fiddling with some of the suggestively-named variables
> without success.
> 
> Is it possible that the aircraft models do not (yet) implement
> this feature?
> 
> It is kinda hard to fly the aircraft properly with no lighting.
> For example, good pilot procedure calls for checking the position
> of the flaps on occasion ... and you can't do that if it's too
> dark to see the knobs and indicators.
> 
> So ... what's the status?  Where do we go from here?
> 
> 
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Re: [Flightgear-devel] Airfoil bending and geometry animation

2006-12-04 Thread Jim Wilson
It hasn't been mentioned in this particular thread, but there is a function in 
plib called the tween controller that does morphs.  I looked at it a bit when 
doing the Wright Flyer.  IIRC there was an issue regarding the way the 
callbacks were done that made it a problem defining the multiple branches that 
were required establish the banks of vertices to morp between.  But probably I 
just didn't spend enough time on it.

Anyway, the logic of morphing vertices would only require that all the branches 
in the model that defined the various positions to be morphed between would 
have the same vertex count and order.  You'd need a way to define the values 
(interpolation points) that each branch represented, then go from there.  In 
the simplest form you would have two sets of wings in the model (each wing 
version being a sg branch).  For each side of the aircraft the "wing version" 
that is bent all the way up would be assigned to 1.0 and the "wing version" 
that is bent all the way down would be assinged to -1.0, thus representing the 
extremes of the range of motion.  For more complex flapping, you could have 
multiple "sets" of wings and each could be assigned to interpolation points 
within the full range.

It might be worth looking at the plib code and seeing how this approach could 
be applied in OSG.

Best,

Jim

> -Original Message-
> From: Roberto Inzerillo <[EMAIL PROTECTED]>
> Sent: Saturday, 2. Dec 2006 11:57 -0500
> To: FlightGear developers discussions 
> Subject: [Flightgear-devel] Airfoil bending and geometry animation
> 
> Hi,
>  I wonder if someone is working on simulating wings geometry bending 
> into FGFS.
> 
> As much as I know geometry deformation animations have not been 
> implemented in any other simulator. Of course, that needs a way to morph 
> the geometry of 3d objects which is currently not available inside FGFS, 
> will that be possible in the near future?
> 
>   Roberto


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Re: [Flightgear-devel] Forums?

2006-11-30 Thread Jim Wilson
> From: "Curtis Olson"
> 
> Now that I am hosting the FlightGear web site with a commercial hosting 
> service, it becomes quite easy to setup online "forums" using phpBB2.
> 
> I know our development culture is built around mailing lists.  I'm sure the 
> FlightGear community will be decisively split between forums versus mailing 
> lists if I ask people's preferences ... so I'm not expecting a consensus 
> here.  Is this anything that is worth exploring?  Is it worth having both 
> options available?  Would end user support benefit from forums?  Would forums 
> be useful for those that have trouble with sourceforge's spam blockers?  A 
> backup communication mechanism for when the sourceforge email lists 
> experience their inevitable down time?
> 
> Thoughts?
> 
> Curt.

Ummm...this email makes it sound like we are doing forums just because we can.  
I think it's already been said,  why this isn't such a great idea.  My vote 
would be to just ditch the three development categories.  To be honest, I'd 
sort of expect to see the forum format with third party groups and not the core 
project.  Keeping track of all these channels of dialog is just something I 
won't be able to do.

That said... I do have a fairly complete archive of mail in unix format going 
back 5 or 6 years (only for the -devel, -model, and -cvs lists).  This data 
could be used to build an archive on flightgear.org.  Is this idea of interest 
to anyone?

Best,

Jim


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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Jim Wilson
> From: "Curtis Olson"
> 
> But here they are not selling anything.  Can we call what they are selling a 
> distribution?  The rights to download something that is already available for 
> free download?
> 
> So my questions:
> 
> 1. Am I right to be concerned about this?
> 
> 2. Is there any outright GPL violation going on here?
> 
> 3. If there is a GPL violation, how should we go about addressing it (and 
> legitimate, legal methods only please.)
> 

Hi Curt,

Andy's suggestion that this is ok because of the publicity value doesn't 
detract from the 
fraud aspect.  Has anyone asked for a copy of the license the seller is 
offering "on request"?

Copyright violations always come down to a matter of judicial opinion.  Rarely 
is it cut and dry.

In other words you can make a request to the seller to cease his operation,  or 
you can notify ebay of a violation without having to prove violation.  I am 
reasonably sure 
that Ebay will respect the wishes of anyone who can prove simply that they hold 
the 
copyright, regardless of the content or wording of the license.  They do not 
expect you 
to be a lawyer, and they will delist almost anything that is contested.  There 
is a 
slight possibility that Ebay has a special policy for GPL license claims,  but 
I would 
doubt that.

The only question is then, do you want this seller's auction removed?  If you 
want to 
opinion of project members on this, the my vote would be yes, remove it.

Best,

Jim

P.S. Maybe if there was just something really obvious on flightgear.org that 
this software was free to download, these ebayers would be out of business one 
way or another.  I'm not sure there is anywhere on flightgear.org that the word 
"Free" appears,  so it might be a while even before a ebay buyer realizes they 
got stiffed.

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Re: [Flightgear-devel] Mac OS X universal binary package for 0.9.10

2006-11-16 Thread Jim Wilson
> From: Tatsuhiro Nishioka
> 
> >> So here's the question.
> >> Any suggestion about the place I can post it?
> >> Should or Could I join the FG Mac OS X project?
> >
> > Is it just about storing a single file ?
> >
> 
> I also need (and want) to release the patches and Xcode project files  
> for this because I really want to keep Arthur's effort alive.
> But It takes a bit because I don't have enough time right now.
> So at this moment, I need somewhere to put this one big file.
> 

Can you just do a cvs diff -u and post it along with the project files?  Rather 
than 
the big file?

Best,

Jim


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Re: [Flightgear-devel] Mac OS X build for cvs-head - some weird behaviors

2006-11-16 Thread Jim Wilson
> From: Tatsuhiro Nishioka
> 
> Hi,
> 
> I'm catching up with you guys in Mac OS X build for cvs-head / OSG,  
> and built it successfully.
> I did a test fly and I recognized some issues that are shown at wiki  
> page (2x slower, no 3d clouds - even noisy clouds),
> which I guess it seems OK at this moment.
> 

Hi Tat,

Any chance of getting a current (as in tiger+) howto on building cvs under osX? 
 Or even better, a wiki entry?

Thanks,

Jim


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Re: [Flightgear-devel] X-15

2006-10-23 Thread Jim Wilson
> From: "flying.toaster" <[EMAIL PROTECTED]>
> 
> Two in-game screenshots and a render under blender.
> 
>  Not all textures are there yet
> 
> http://forums.avsim.net/dcboard.php?az=show_topic&forum=198&topic_id=2146&mesg_id=2146&page=
> 

Excellent work.  Is there some issue with shininess material property in the 
blender->ac3d conversion?  The tires look quite a bit different on the ingame 
renderings.

Best,

Jim


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Re: [Flightgear-devel] reviews etc.

2006-10-23 Thread Jim Wilson
> From: Andy Ross <[EMAIL PROTECTED]>
> 

> There's actually nothing wrong with selling free software for money,
> so he's basically fine.  It's just slightly misleading to do so
> without explaining that it is also freely available.
> 


The first statement there is not exactly true.  Take another look at the GPL.  
At 
the prices he is charging for "shipping and handling" it'd be fair to call that 
a legitimate distribution fee.  But for the bid price, there is no statement by 
the 
seller offering a period of support, so it is fair to say that he is in fact 
violating
the letter and spirit of GPL.

Apparently the ad is a little misleading in several ways.  It is sad to see 
everyone's 
work, especially my own (as insignificant as it may be in the scheme of 
things), 
exploited by someone who is obviously trying to use little white lies to over 
represent 
the product to his or her customers.  I guess you can call me naive, but this 
reseller 
sucks big time in my book.

Best,

Jim


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Re: [Flightgear-devel] Linux development...

2006-09-01 Thread Jim Wilson
> -Original Message-
> From: Syd 
> 
> Hi guys, I have another question  then I promise I wont pester
> anyone again for at least a few days 
> What is the IDE of choice for the Linux developers for this project?
> I use Anjuta, it seems pretty good , Im trying to set up a project to
> add ALL the flightgear source files so hopefully I can trace the
> program a little better . My attempt at 2d instrument clipping works
> great for 2d panels , but I haven't quite figured out yet how the 3d
> panel implements them.
> Thanks,
> Syd

Hi Syd,

It seems that others have already said that a lot of people don't use an "IDE" 
per se 
when developing C++ in Linux.  Just what is meant by an "ide" vs "tool" vs "gui 
tools" vs 
"gui designer" isn't always clear.

There are the basic "tools" already mentioned.  As far as text editors there 
are 
many that support development in some helpful ways, especially emacs. Even vim 
has 
some cool editing features.  DDD is a pretty good gui interface to the gnu 
debugger 
if you want to get up to speed with all the gdb features.  It displays the gdb 
dialog 
down in the bottom window, which means you can learn while using it.  It also 
means 
you'll probably end up using gdb directly from the command line for simple 
debugging 
tasks before long.

One package I've used very little myself,  but have actually installed and set 
up 
for other programmers and heard great things about is Eclipse.   In constrast 
to 
what some of the other folks have said about Unix programmers,  I think a well 
designed IDE can be very helpful.  This one appears to be well thought out
and has a certain Unix sensibility to it.  It is open source and you can 
interface 
all kinds of cool and free stuff.  It originally was designed for java,  but I 
use 
Netbeans for that.  The people I've set it up for are doing php with it,  but I 
have 
thought seriously about trying it for C++ work myself.

Here's a web page on using it with C++
http://www-128.ibm.com/developerworks/opensource/library/os-ecc/

Best,

Jim


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Re: [Flightgear-devel] OT: Blueprint for Disaster: Enschede 13 mei 2000

2006-08-23 Thread Jim Wilson
Wow.  I have seen a couple of fireworks barge explosions...one fairly big.  But 
I have never heard of anything even remotely close to that.  It is somewhat 
surprising that so many were so close to get hurt,  but then again I can see 
something like that could attract curious spectators prior to the big explosion.

A couple of links:
http://en.wikipedia.org/wiki/Vuurwerkramp
http://video.google.com/videoplay?docid=-6126121898177679789
Could you translate what the narrator says at the end of the video?

Thanks,

Jim

> -Original Message-
> From: Erik Hofman
> 
> Erik Hofman wrote:
> > Hi,
> > 
> > Most of you probably still remember that I had to evacuate my home in 
> > May 2000 because of a fireworks depot exploding near the center of my 
> > City (about 300 meters from my home).
> 
> Oops, wrong title in the subject, it should be:
> Blueprint for Disaster: Enschede 13 mei 2000
> 
> Erik
> 


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Re: [Flightgear-devel] Net FDM and Hit Detection

2006-08-15 Thread Jim Wilson
> From: "Curtis L. Olson"
> 

> 
> With this mechanism, your own flight dynamics code can do the check for 
> ground collision, your gear modeling code will know the local ground 
> elevation (which can change as you taxi) and you can test yourself for a 
> crash condition.
> 

This is the way it is done,  but I was just wondering if it wouldn't be 
better to do it on the graphics side.  Maybe it would be good idea to test 3 
(or more) axes parallel to the aircraft trajectory for intersections with 
non-model 
polys.  Isn't there code that does something like that, at least for the 
perpendicular 
to ground axis?

Best,

Jim


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Re: [Flightgear-devel] YASim Lockup

2006-08-09 Thread Jim Wilson
> From: AJ MacLeod
> 
> On Wednesday 09 August 2006 14:16, Jim Wilson wrote:
> > Using the configuration as in CVS the p51d seems to be hanging on startup. 
> > The solver seems to succeed (after 2500+ iterations).  Any suggestions on
> > where to start?
> 
> It seems to work fine here - and the standalone yasim solver seems to 
> reliably 
> succeed after 2452 iterations every time.
> 
> 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?
> 
> Cheers,
> 
> AJ

Current CVS?  Do you mind letting me know which platform you are building on,  
and, if linux, what your config.log shows for configure options?

It has been so long that I've been using that stick with all the knobs (Saitek) 
that I might have overlooked manual prop pitch key bindings.  Let me check and 
get back to you.

Best,

Jim


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[Flightgear-devel] FGFS errors from Flight Plan and Electrical subsystems

2006-08-09 Thread Jim Wilson
The following are showing up as "error" messages running fgfs at the command 
line.  I couldn't grep the location of the Target messages but my guess is it's 
in the Flight Plan code and someone knows exactly where to find them :-)

These look like they should be changed to SG_INFO:

Reading xml electrical system model from 
fgfsbase/Aircraft/j3cub/cub-electrical.xml
Target Lead script loading ...
Target Tracking script loading ...


Best,

Jim


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[Flightgear-devel] YASim Lockup

2006-08-09 Thread Jim Wilson
Using the configuration as in CVS the p51d seems to be hanging on startup.  The 
solver seems to succeed (after 2500+ iterations).  Any suggestions on where to 
start?

Best,

Jim


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Re: [Flightgear-devel] Light inside the cockpit

2006-06-01 Thread Jim Wilson
The P51D model has this.  There is a dimmer switch on the console panel just 
right of center.  In order to set up general lighting in the cockpit you simply 
need to group the objects that need to be lit together and apply a low level of 
"emissive" output via material animation".

This technique won't be precisely correct because it totally lacks shading,  
but the effect is reasonably accurate due to the low light level, and of course 
it makes it possible to see the inside of a cockpit at night.

Best,

Jim

> -Original Message-
> From: Gonzalo Aguilar Delgado <[EMAIL PROTECTED]>
> Sent: Thursday, 1. Jun 2006 13:30 -0400
> To: flightgear-devel@lists.sourceforge.net
> Subject: [Flightgear-devel] Light inside the cockpit
> 
> Hello all
> 
> I was fliying at night yesterday and found that is very dificult to see
> the controls inside de cockpit. I think that would be nice to have a
> inside cockpit light or somethig similar. Can we switch on/off position
> lights?
> 
> Another issue I was seeing is that on SMP computers, one of the
> processors is always idle. Are you using threads?
> 
> The latest version 0.9.10 crashes a lot on amd64, should I report gdb
> backtraces?
> 
> The simulator is great. I really love this. Great job.
> 
> 
> 
> -- 
> Gonzalo Aguilar Delgado - Ingeniero en Informática
> [ Seguridad & Medios de pago ]
> 
> 
> 
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Re: [Flightgear-devel] FGLive 0.1 alpha available for testing

2006-05-15 Thread Jim Wilson
> From: Stefan Seifert
>
> That may be a problem, that could affect FGLive, too:
> http://trends.newsforge.com/article.pl?sid=06/05/15/1451229&from=rss
> 
> Nine
> 

Technically you could include the vendor's files and just script the build,  
but 
I wouldn't even bother with that until you get a complaint from Linus.  I think 
the spirit of this project could not be compared directly to nVidia and ATI 
distributing linked code themselves.  Of course we cannot tell, but it would 
not 
surprise me if the notice was composed by someone who doesn't have the 
authority 
or right to pursue the issue.

If someone were to sell FGLive discs then trouble might arrive.  Licenses are 
fine,  but copyright law is really about money and demonstrating a quantifiable 
financial loss is key to any claim.

Best,

Jim


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[Flightgear-devel] Re: OT: Crash Tenders

2006-05-11 Thread Jim Wilson
> From: Melchior FRANZ
> 
> * Erik Hofman -- Thursday 11 May 2006 16:35:
> > I thought I had to share this, it's almost as futuristic as an modern 
> > jet fighter.
> 
> This shouldn't be a "mine is bigger than yours", but Austrian "Rosenbauer"
> has built such thingies since around 20 years. Nice to see that others
> are slowly catching up.  :-}
> 
>   http://www.rosenbauer.com/
>   
> http://www.rosenbauer.com/tools/image.php?i=%2Ftools%2Fcms_media.php%3Fmid%3D6114%26size%3Dhuge
> 

Ah, not so quick.  Despite the Bush administration efforts to cut 
essential services in favor of spending money on the War(s),  we 
will now have these hi-tech vehicles available in the United States:

http://www.defrance.org/artman/publish/printer_1430.shtml

Did someone mention these are...ahem...cheaper than deploying full EMS 
vehicles at more locations in the airport?

Best,

Jim


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Re: [Flightgear-devel] Frames of Reference in jsbsim

2006-05-11 Thread Jim Wilson
> From: Erik Hofman
> 
> Steve Hosgood wrote:
> > I just *know* I'm going to get totally flamed for this, but can someone 
> > please tell me how the CG, Eyepoint, AERORP and VRP are interconnected? 
> > Yeah, I know - RTFM.
> 
> It basically comes down to this, *you* decide where (0,0,0) is 
> referenced and you will have to define all other locations relative to 
> (0,0,0)
> 

Also there have been discussions historically about situations when,
if the nose tip, single engine prop cone tip or whatever forward most centered 
point on the aircraft can be identified that would it be 0,0,0 as a convention. 
 
This just a convenience for syncing FDM designers and 3D Model authors, 
especially 
noticable when you have multiple FDM's for a single 3D model or multiple 3D 
Models 
for a single FDM model.  Technically, what Erik is saying is correct.

Also related to "eyepoint", the location being reported now (AFAIK) by the 
FDM's (as lon,lat,alt) is always considered the origin by the viewer.  This 
means that when you are following a plane in an "Look At" view (e.g. chase 
view, tower view) the point being followed is this origin (0,0,0).  For various 
reasons that have been explained here before (involving how 3D graphics work) 
the aircraft will "appear" to pitch about the nose if the nose is the origin.   
Several aircraft including the P51D have an offset defined as 
"trarget-z-offset-m" that moves the point that the 3D camera is pointing to 
back to where the wing is thus making aircraft movements appear more natural.

Best,

Jim


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[Flightgear-devel] Backwards compatibility issues (was Re: [RFC] new waypoint dialog)

2006-05-09 Thread Jim Wilson
> -Original Message-
> From: Melchior FRANZ
> 
> * Norman Vine -- Tuesday 09 May 2006 17:37: 
> > (this is not aimed at anyone) [...] one shouldn't forget 
> > that someone else wrote that code most likely for the same reason one 
> > wants to change it. i.e it fit their 'vision'   
> 
> Sure. That's why you need to stay around and defend your code, or it
> goes down the drain.Most of the time, though, visions just grow
> old and can't be kept alive, no matter how hard you try. A lot of
> code in fgfs was written before the new gui, nasal, subsystems,
> properties(!) etc. were added. Nobody can expect that the underlying
> visions survive that. In other cases, visions were never documented and
> aren't "maintained". They die through the carelessness of their creator.
> 
> I for one unually ask for comments if I want to make some major changes.
> And usually I don't get much feedback.  
> 

That is a pretty good description of how it works.  It seems like FlightGear 
is well on its way to becoming one of the important open source projects (it 
already is for most of us).  Maybe that comes with a different set of 
responsiblities.  As a "framework" project shouldn't we be maintaining 
backwards compatibility by default?

If there is code we need to remove, perhaps it is the base package version 
check!  It seems to have become a bit of a crutch.  Would it not make sense 
to always keep things working as they were and pick major release intervals 
every 2 or 3 years to dump a bunch old stuff at once?

Best,

Jim Wilson


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[Flightgear-devel] Re: [RFC] new waypoint dialog

2006-05-09 Thread Jim Wilson
> From: Melchior FRANZ
> 
> Was it common practice to use the commands via telnet? (which
> can, of course, still be done, but it's a little more verbose:
> "set /autopilot/route-manager/input [EMAIL PROTECTED]"  etc. See other
> mails in the thread.)
> 

Hmmm...it doesn't seem like it is common practice to do that.  Maybe some folks 
are.

Of course it is possible to leave old code ifdef'd out for a time so that it 
can still 
be built back in using a compiler flag (not sure what would be involved in this 
case).  
In any case it sounds like making those commands work with the new code is not 
a 
good idea.

Best,

Jim


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[Flightgear-devel] Re: [RFC] new waypoint dialog

2006-05-09 Thread Jim Wilson
> From: Melchior FRANZ
> 
> But these points wouldn't explain why the old commands would have had to go.
> I made clear at several occasions (twice in the thread, once in the cvs log)
> that I would be willing to add the three commands (not the depreciated ones)
> again if people think they should remain available. If there are good
> reasons, that is. You didn't bother to mention a single one. Nostalgia
> doesn't count. FlightGear shouldn't become a museum -- a collection of dead
> code. That's what the Attic/ is for. Now my question is:
> 
>   Does the old code have to be kept?
> 
> I'm not pissed if I'm asked to add new commands again. But it shouldn't
> be a waste of time if possible.  
> 

It is time consuming and maybe not necessary (ie waste of time),  but maybe 
someone cares even if they are not reading the discussion.  The second 
most neglected item (after documentation) in the OSS world is backwards 
compatibility.  Please understand that by mentioning this I do not wish to 
imply that you are doing anything wrong or different than anyone else.

Thanks for the reply! 

Best,

Jim


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[Flightgear-devel] Re: [RFC] new waypoint dialog

2006-05-09 Thread Jim Wilson
> From: Melchior FRANZ
> 
> FYI: these fgcommands have been removed:
> 
>   AddWayPoint
>   PopWayPoint
>   ClearRoute
>   old-ap-add-waypoint-dialog
>   old-ap-pop-waypoint-dialog
>   old-ap-clear-route-dialog
> 

Why?  Does the old code have to be removed?

Best,

Jim


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Re: [Flightgear-devel] Better way to edit XML files

2006-05-04 Thread Jim Wilson
> From: "Curtis L. Olson"
> 
> And of course, every experienced unix professional knows the original 
> "vi" was already perfect.

Not every.  Some switched to emacs and thereafter would install emacs first 
before doing anything with a new machine. :-)

> These so called "improvements" in vim are 
> simply a bunch of dumb bandaids and cruches to help out those lazy 
> people who don't have 6 months to learn *real* vi and who think every 
> editor ought to work like notepad in windows.

For those who don't know...vim works NOTHING like notepad. ;-)

>  So what happens if you 
> have to access a system remotely and the terminal emulation is broken so 
> you can't do a full screen visual edit of a file.  You better be able to 
> find your way around in ed ... at least well enough to reconstruct an 
> ascii terminfo file by hand from scratch! 
> 

>From any laptop with terminal emulation: cat >ansi and then paste into the 
>emulator. 
Better yet, these days it is almost (not completely) reasonable to refuse to 
work 
with equipment lacking either an ethernet port or a command line ftp/httpd 
client.

Best,

Jim


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Re: [Flightgear-devel] MacOS version of v0.9.10 ?

2006-05-01 Thread Jim Wilson
> From: James Turner <[EMAIL PROTECTED]>
> 
> On 22 Apr 2006, at 00:14, Curtis L. Olson wrote:
> 
> > Arthur emailed me that he would try to get a v0.9.10 build out the  
> > door, but I don't have any current status or ETA.  I think the  
> > lesson here is that we really could use a more active and larger  
> > Mac developer contribution to the FlightGear project.  I'm not sure  
> > why there hasn't been very many Mac developers  latching on to our  
> > project?  Maybe there just aren't that many mac developers out  
> > there relative to other platforms?
> 
> It certainly feels like that - saying 'I use a Mac' around any open- 
> source project is a sure-fire way to increase one's workload. 

That might change...eventually...a bit.  The problem is OSX isn't 
OSS, so that alone dramatically decreases the numbers.  Note 
that ratio of linux to windows OSS developers is much different 
than the ratio of Linux vs Windows desktop installations out 
there.  My owning a ibook has more to do with my being a long time fan 
of Unix related software, although open source is a big deal for me 
as well.

> There  
> are a couple of FG specific things that affect the Mac - one, the  
> performance is only just about adequate on a three-year-old Mac  
> (whereas the equivalent windows or linux box runs FG fine, I'm pretty  
> sure), and the lack of a proper, integrated GUI hurts Mac take up  
> even more (Mac users regard command lines as an affront to their  
> dignity)
> 

As well they probably should...given the mac's reputation.  I mean if 
you can't use your Mac then you aren't even as savvy as "the rest of 
us".  My Mac user friends are always impressed when I open up 
Terminal, but unlike Windows users, none of them ever want to know 
what I'm doing.  Actually, in my opinion, the Mac desktop really 
isn't all that great, but I wouldn't dare try to debate that with 
a dedicated Mac user.

Best regards,

Jim


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Re: [Flightgear-devel] Subsystem run-levels

2006-04-18 Thread Jim Wilson
> From: James Turner
> 
> I'm plotting to add support for startup GUIs in FlightGear itself,  
> spurred on by recent issues with Mac GUI. My approach is to twiddle  
> the order of initialisation so that at a critical point during the  
> idle_state progression, the NewGUI subsystem is up, config options  
> have been parsed, and the nav data has been read, but everything else  
> is still 'off'. With the exclusion of nav-data, this point is reached  
> very quickly, and I believe other work can improve the 10-20 seconds  
> it takes to read the nav data.
> 
> Happily enough, the current idle_state '4' almost corresponds to  
> this; in my test code, at this point, I jump to a new, special  
> idle_state, with the expectation of sitting there, showing some PUI  
> dialogs driven by XML, filling in the property tree with settings for  
> the current aircraft, airport, and so on, and then eventually  
> resuming the idle_state progression.
> 
> The only catch is, subsystems are initialised late, but I need a  
> handful to be up before I can use the GUI dialogs; obviously the GUI  
> subsystem itself, but also Nasal and a few others. (There are some  
> issues with initialising nasal early, it is currently deliberately  
> being done very late, but more on that later...)
> 
> What would simplify this greatly is if subsystem registration was  
> totally separated out from (re-)initialisation, and if sub-systems  
> had run-level or priority associated with them. All the subsystems  
> could be registered via add_subsystem, and then during  
> fgInitSubsystems, the runlevel would gradually advance to the final  
> value. This also means the dependencies between subsystems can be  
> expressed (higher numbers depend on lower numbers), and might make  
> things like reset more simple (lower the run-level back to some  
> determined value, and the bring it back up again).
> 
> As an additional enhancement, subsystems could be notified of all run- 
> level changes above their threshold. This would solve the Nasal  
> issue; starting up the interpreter (the first part of   
> FGNasalSys::init) can be done very early (and quickly), and the  
> subsytem would then wait for a relatively high-valued 'init' call  
> before running scripts (the part that needs all other properties to  
> be defined).
> 
> In the even longer run, we'd actually want to associate the Nasal  
> scripts with run-levels (/etc/rc.d, anyone?), since the frontend GUI  
> might want a few scripts loaded, while I assume most are only  
> relevant when actually flying. Such a change also makes postinit()  
> unnecessary, I think - since the effect can always be achieved by  
> having init() watch for a higher run-level.
> 
> What do people think? I can have a patch for SimGear that adds  
> support, and one for fg_init that establishes the existing behaviour,  
> done in an hour or two.
> 

What if instead of struggling with externally defined levels, subsystems 
were encapsulated to the extent that they were able to determine when 
the data they needed (dependencies) were satisfied.  Init() functions 
would be simple, and update() would check for data items it needed and 
only perform what it could each cycle until everything was up and running.

If each subsystem could keep track of its own requirements then it would 
be possible to make it not matter which order subsystems were loaded.  The 
subsystem superclass could have a "running" flag in order to reduce the 
code branches in update to a single check once the subsystem knew it had 
all it needed.  I'm not sure how the nasal scripts fit into all of this.  
While nasal is extremely useful,  I can see where these growing bits of 
code reading and updating on a global property tree could create quite 
a mess for a project as complex as FlightGear.

Best,

Jim


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Re: [Flightgear-devel] MacOS build of FlightGear

2006-04-16 Thread Jim Wilson
> From: James Turner
> 
> > It's working well on my g4 notebook.  What is the issue with  
> > Arthur's wx
> > interface?  Is there anything I can do to help with getting that back
> > into the package?
> 
> The issue would be, I don't like wxWindows 
> 
> I have a cunning plan for achieving the same GUI inside FlightGear  
> using Melchior's nasal GUI work, but I need to check if the necessary  
> magic can be done easily or not. I think it should be  
> straightforward, and far more useful for the rest of FG in the long  
> run than building yet-another limited frontend GUI.
> 
> Each Mac user who complains can be considered some more motivation to  
> get me to do this 
> 
> H&H
> James
> 
> On 16 Apr 2006, at 15:54, Jim Wilson wrote:
> It's working well on my g4 notebook.  What is the issue with Arthur's wx

>  interface?  Is there anything I can do to help with getting that back 

>  into the package?

>  
> The issue would be, I don't like wxWindows :)I have a cunning plan for 
> achieving the same GUI inside FlightGear using Melchior's nasal GUI work, but 
> I need to check if the necessary magic can be done easily or not. I think it 
> should be straightforward, and far more useful for the rest of FG in the long 
> run than building yet-another limited frontend GUI.Each Mac user who 
> complains can be considered some more motivation to get me to do this 
> :)H&HJames
>
>

Fair enough.  I do think a very nice advancement would be the ability to unload 
and load flight models from FlightGear.  Is that what you are talking about?

In the meanwhile though,  it might not be a bad idea to build the existing 
loader.  I'm willing to do it, but it would happen quicker if there was a known 
way to distribute it,  since for my own use linux is prefered, this would be 
more of a selfless/curiosity motivated contribution to the project.

Best,

Jim


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Re: [Flightgear-devel] MacOS build of FlightGear

2006-04-16 Thread Jim Wilson
> From: James Turner
> Sent: Sunday, 16. Apr 2006 10:30 -0400
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] MacOS build of FlightGear
> 
> On 16 Apr 2006, at 13:31, Jim Wilson wrote:
> 
> > It is downloading now to try it.  Can we put the file on sf.net?   
> > I'm willing
> > upload the file if that helps.  My sf login is spiderbarker.
> 
> If uploading to SF was the issue, I could do it myself; but it needs  
> an admin on the FG project to push it up. If such an admin (maybe  
> only Curt?) gets in touch, I will happily push the file up, but I  
> don't want to leave it sitting in the SF upload dir for an extended  
> period of time.
> 

It is Arthur Weibe.  Arthur, are you reading this?

Best,

Jim


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Re: [Flightgear-devel] MacOS build of FlightGear

2006-04-16 Thread Jim Wilson
> From: James Turner
> 
> On 15 Apr 2006, at 00:43, James Turner wrote:
> 
> > I'll do the 0.9.10 build tomorrow, first thing (promise!) As for it  
> > being official, well, now I have the X-Code projects sorted,  
> > actually doing  the build is straight-forward, almost automatic. If  
> > I had an account on an 'always on' Mac, it would be easy to do a  
> > scripted nightly build, for example.
> 
> Ok, the binary is here:
> 
> teal.worldforge.org/~jmt/fgfs-0.9.10-macosx.dmg
> 
> This is sitting on my cable connection (in the UK), so transfer rate  
> will not be awesome; I assume Curt will pull it and mirror as soon as  
> he has time, but if you want to try in the meantime, and let me know  
> if I've screwed anything up, feel free - I don't have a bandwidth  
> cap, it'll just be slow!
> 
> I have a script that pulls and builds a release bundle now, it needs  
> some tweaking (property list isn't set, no icon), but it's pretty  
> straightforward.
> 

It's working well on my g4 notebook.  What is the issue with Arthur's wx
interface?  Is there anything I can do to help with getting that back 
into the package?

Best,

Jim


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Re: [Flightgear-devel] MacOS build of FlightGear

2006-04-16 Thread Jim Wilson
> From: James Turner
> 
> On 15 Apr 2006, at 00:43, James Turner wrote:
> 
> > I'll do the 0.9.10 build tomorrow, first thing (promise!) As for it  
> > being official, well, now I have the X-Code projects sorted,  
> > actually doing  the build is straight-forward, almost automatic. If  
> > I had an account on an 'always on' Mac, it would be easy to do a  
> > scripted nightly build, for example.
> 
> Ok, the binary is here:
> 
> teal.worldforge.org/~jmt/fgfs-0.9.10-macosx.dmg
> 
> This is sitting on my cable connection (in the UK), so transfer rate  
> will not be awesome; I assume Curt will pull it and mirror as soon as  
> he has time, but if you want to try in the meantime, and let me know  
> if I've screwed anything up, feel free - I don't have a bandwidth  
> cap, it'll just be slow!

It is downloading now to try it.  Can we put the file on sf.net?  I'm willing 
upload the file if that helps.  My sf login is spiderbarker.

Best,

Jim


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Re: [Flightgear-devel] Multiplayer views

2006-04-14 Thread Jim Wilson
> From: simon
> 
> Jim Wilson wrote:
> > On your earlier email,  you might want to, as I mentioned earlier, create 
> > separate views for the MP aircraft and swap those
> properties around instead.  You could always identify those by adding a 
> property to the viewer class which would flag them as MP
> (or a generic group property) if you wanted to be able to cyle through just 
> the MP views.  It'd be better IMO to create the
> addional views and focus the changes on ways of manipulating the viewer class 
> instances as whole objects rather than trying to go
> in and shuffle the location properties inside the viewer class.
> >
> > Best,
> >
> > Jim
> >   
> 
> I don't think adding more views is the way to go long term.  Would you 
> add multiple views (cockpit/helicopter/chase) for each multiplayer 
> aircraft?  For each AI aircraft? For each carrier? For each X model? 
> That's a lot of views to scroll through to get the one you want, not to 
> mention the redundancy overhead.

A couple of emails back I wasn't sure exactly what was wanted so I suggested 
two different approachs.  This was one of them.
 
> To me, a view is really just a set of position and orientation sources 
> and targets, position and orientation offsets, fov and a few other 
> configuration settings.   My goal is to be able to switch from-model 
> type, index, and offset, at-model type and index for any given view.  
> Not only would it be nice to be able to switch the model you're viewing 
> from (multiplayer,tower,carrier), it would be nice to switch the model 
> you are looking at, if any.  Basically,  a more open viewing system that 
> would allow fly-by views using nasal (my original goal), bomb - uh, I 
> mean drop tank - view all the way to the ground, switching models by 
> type, and anything else you can dream up in nasal.
> 

Right.  It is pretty open already.  What you say in the first sentence of this 
paragraph is true.  That's pretty much all a view is.  For this reason I was 
suggesting (in my second option in the earlier e-mail) that you could create 2 
or 3 (or how many you wanted) views that are expressly designed for MP 
Aircraft.  Then the nasal script (or C++ code) could simply copy the 
position/orientation data from the "current" MP aircraft specific property tree 
location, to the property tree location that is referenced in the xml 
configuration for these special MP views.  Make them special views and you 
won't have to worry about confusing the use of view configurations with too 
many levels of indirection...or dealing with some other special view 
configuration in the future.  Remember your nasal script doesn't have to force 
the user to scroll through all 5 (or 6?) of the current FlightGear views plus 
the MP views.  With the script you can scroll through whatever views you want 
to in wha!
 tever order you want.

>
> I've actually worked on this a bit: 
> 
> I've moved all the redundant property copying from viewmgr into tied 
> properties in viewer. I've created properties for from-model-type 
> (default,carrier,multiplayer,tower,etc..), from-model-idx, 
> from-model-offset (pilot,copilot,bomb door,etc..), at-model-type, 
> at-model-idx.  The position/ and orientation/ properties have become an 
> interface of sorts to each model.  Instead of using SGLocation directly, 
> I copy directly from a $prefix/position/*  and $prefix/orientation/* 
> into the viewer's SGLocation.  The $prefix is generated by type and 
> index and types and paths are defined in preferences.xml.  I'm having 
> issues switching between look from/look at dynamically.  That part may 
> have to wait.
>
> I hadn't planned on this being brought up again pre 1.0, so it's not 
> even close to being ready to look at.  I'm not even sure if it's desired 
> or the right way to do it.  However, while I can see having a view 
> defined for everything could work with a good bit of hackery, it just 
> doesn't seem like the right way to do this.
> 

See above.  I forget now...isn't there some savings to sharing an instance of 
SGLocation between classes?  Is the shifting of functionality as you describe 
here making the view more or less flexible and how?  It isn't clear yet.

Best,

Jim


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[Flightgear-devel] Re: request for new screen shots

2006-04-14 Thread Jim Wilson
> -Original Message-
> From: Pigeon
> 
> http://pigeond.net/photos/flightgear/south-germany/
> 
> Some screenshots of the custom-scenery.org project. They look
> incredible!

Wow.  They sure do.

Best,

Jim

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Re: [Flightgear-devel] Multiplayer views

2006-04-14 Thread Jim Wilson
> From: Frank Olaf Sem-Jacobsen
> >
> > It sounds like what you are doing might be more complicated than necessary. 
> >  How about adding a viewer instance onto the
> stack of viewers for each MP aircraft (as the MP aircraft are instantiated)?  
> Essentially I would suggest that you use the
> existing viewer class as a building block rather than making it more complex. 
>  You could always add multiple views for each MP
> aircraft if you want, and you can do things like add a property to the viewer 
> class that identifies MP related viewer objects in
> order for your script to be able to cycle through just those.   In any case 
> the only information you would need for this approach
> would be the "current view" property that already exists.   Adding new 
> viewers on the fly might be something that needs
> to be added to the viewmgr for this approach.
> >   
>  From my (limited) viewpoint it seems that the approaches you describe 
> are not exactly what I'm looking for.  The easiest thing to do would be 
> to allow the already defined views to be available for any object you 
> are currently looking at, be it your own aircraft, a multiplayer 
> aircraft, or even another AI aircraft.  I'm not sure if this can be 
> achieved by adding additional use to the list in the view manager.
> 
> Anyway, I have for the time being got things working using my own 
> "hacking" approach, adding 5 lines to viewer.cxx in 
> FGViewer::recalcLookAt () and doing the rest in Nasal, and I am now able 
> to apply the different views to the different multiplayer aircraft, 
> using 'v' to cycle views and 'V' to cycle aircraft. 
> 
> During this I noticed two interesting points. First, the altitude of the 
> multiplayer aircraft was not exported to the proper tree, even though 
> the latitude and longitude was.  I had to fix this in my local copy to 
> get things to work.  Second, when using a viewpoint that is relative to 
> any other aircraft than your own, even by defining a static view in 
> preferences.xml of an AI aircraft, the movement of the viewpoint St to 
> be unsynchronised with the object you are looking at.  This results in a 
> view where the aircraft seems to jump around, even when it is standing 
> completely still.  I haven't figured out yet what is the cause, perhaps 
> it could be some rounding error?
> 

Possibly,  or maybe something out of sync.  You want to make sure that the data 
being used for the model is identical to the location data being used for the 
view position (and not one frame apart because the MP position is updated in 
between).  It sounds like you realize that unless you've been following on the 
ground and seen the ac jumping off the runway,  it could easily be the viewer 
that is jumping.

On your earlier email,  you might want to, as I mentioned earlier, create 
separate views for the MP aircraft and swap those properties around instead.  
You could always identify those by adding a property to the viewer class which 
would flag them as MP (or a generic group property) if you wanted to be able to 
cyle through just the MP views.  It'd be better IMO to create the addional 
views and focus the changes on ways of manipulating the viewer class instances 
as whole objects rather than trying to go in and shuffle the location 
properties inside the viewer class.

Best,

Jim


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Re: [Flightgear-devel] Multiplayer views

2006-04-13 Thread Jim Wilson
> From: Frank Olaf Sem-Jacobsen
> 
> I have finally had the time to try to start messing around with 
> flightgear source code, and I thought it would be neat to be able to 
> look at the different multiplayer aircrafts when playing online.  Since 
> it doesn't seem to support looking at any other aircrafts than your own, 
> I have started messing around in viewmgr and viewer to add that 
> functionality.  I am now able to look at a multiplayer aircraft, but I'm 
> having trouble doing this dynamically from nasal.  My first obstacle is 
> how do I create a property node to hold the currently selected 
> multiplayer aircraft?
> 

It sounds like what you are doing might be more complicated than necessary.  
How about adding a viewer instance onto the stack of viewers for each MP 
aircraft (as the MP aircraft are instantiated)?  Essentially I would suggest 
that you use the existing viewer class as a building block rather than making 
it more complex.  You could always add multiple views for each MP aircraft if 
you want, and you can do things like add a property to the viewer class that 
identifies MP related viewer objects in order for your script to be able to 
cycle through just those.   In any case the only information you would need for 
this approach would be the "current view" property that already exists.   
Adding new viewers on the fly might be something that needs to be added to the 
viewmgr for this approach.

If this doesn't sound like what you are looking for, then perhaps you would 
want to do something like create a class that is part of the MP system that 
essentially keeps track of the location data for all the MP aircraft and ties 
the "currently watcheed" MP aircraft's location to a common property tree 
location.   This class's only job would be to keep track of which is the 
currently watched MP aircraft,  and then for each cycle, copy the location data 
for that aircraft to that common property location for which a view (or 
collection of views) is defined.  I've been saying "class" but I'm sure you 
could implement the whole thing in a nasal script.  Either way, this approach 
should work fine without any modification to the viewer or viewmgr classes.  
Adding this (as I described here) as extended functionality to the viewer or 
viewmgr class is probably not a good design option.

Best,

Jim


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Re: [Flightgear-devel] request for new screen shots

2006-04-13 Thread Jim Wilson
> From: "Ampere K. Hardraade"
> 
> On Wednesday 12 April 2006 00:38, Curtis L. Olson wrote:
> > I am interested in getting a few more high quality screen shots for the
> > v0.9.10 release.
> >
> > Thanks,
> >
> > Curt.
> 
> Who needs screenshots where there are movies?! :P
> 
> http://pigeond.net/photos/flightgear/videos/
> 

Those are fun, but perhaps even nicer would be an all cockpit view video of a 
properly executed IFR approach and landing in one of the more complete and 
properly equipped GA models like the 
Cessna 172P.  Of course it should include a pilot model, with animated hands 
adjusting the throttle and tuning the radio, etc. :-)

Best,

Jim


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Re: [Flightgear-devel] Possible bugs in v0.9.9 (Airbus A380 and p51d) ?

2006-04-12 Thread Jim Wilson
> From: Mike Rawlins
> 
> I checked out and compiled a copy of v0.9.9 (source
> and base) from CVS on February 17.  I always assume
> that checking out a copy of a given version from CVS
> shortly after a release will be relatively bug free. 

Maybe! A lot of software projects it is exactly the opposite.  All the new 
stuff 
that's been waiting during the feature freeze goes in :-)

> I also enjoy helping to find bugs, hence my post.
> 
> I'll give 0.9.10 a try.  
> 

Since you are using CVS you could (for a quick check) just go in and grab this 
one file...
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Aircraft/p51d/p51d.xml?cvsroot=FlightGear-0.9
...and your solution failure problem should be gone.

In any case you'll want to download the new version sooner or later just for 
all the other improvements.

Best,

Jim


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Re: [Flightgear-devel] MacOS version of v0.9.10 ?

2006-04-11 Thread Jim Wilson
> From: James Turner <[EMAIL PROTECTED]>
> Sent: Tuesday, 11. Apr 2006 19:21 -0400
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] MacOS version of v0.9.10 ?
> 
> On 11 Apr 2006, at 21:56, Curtis L. Olson wrote:
> 
> > Has any one produced a MacOS package of FlightGear-v0.9.10?
> 
> I produced a 'pre' binary which seemed to work ok for those who tried  
> it, and worked for me on both 10.3.9 and 10.4.x. It has no GUI,  
> unlike Arthur's 0.9.9 release, because I don't really want to go down  
> that path.
> 

That's too bad.  It was a nice package for mac users.  Has Arthur given it up?

Best,

Jim


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Re: [Flightgear-devel] Possible bugs in v0.9.9 (Airbus A380 and p51d) ?

2006-04-11 Thread Jim Wilson
> From: Mike Rawlins
> 
> When starting with:
> 
> --aircraft=p51d
> 
> I get system crash (no splash screen) with message
>  
> Reading xml electrical system model from
> /usr/local/FlightGear-0.9/data/Aircraft/Generic/generic-electrical.xml
> Initialising callsign using
> 'Aircraft/p51d/Models/p51d-jw.xml'
> YASim SOLUTION FAILURE:
> Insufficient elevator to trim for approach
> 

At some point in the distant past we started checking version numbers in the 
base package because everything was changing rapidly and there were fewer 
developers.  Now the base "version check" seems to be just an excuse for poor 
programming technique (i.e. complete disregard for xml interface modification 
impact).

My guess is you might have a mixture of program and aircraft versions.  To use 
v0.9.9 FlightGear then you should have the aircraft for v0.9.9. Using v0.9.10 
aircraft with FlightGear v0.9.9 will cause solution failures.  Now if you are 
sure you are using v0.9.9 for both, all I can say is I did not notice an issue 
with the p51d solution at that point.  During developement of v0.9.10 some 
changes were made that did break most of the YASim based aircraft models,  but 
the released versions should at least be solving (e.g. no SOULTION FAILURE).  
So, basically I'm saying you should probably update everything to v0.9.10.

Best,

Jim


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Re: [Flightgear-devel] JSBSim and Nasal

2006-04-05 Thread Jim Wilson
> -Original Message-
> From: "Jon S. Berndt"
> 
> While debugging the 737 I discovered something that I find unsettling. For
> the 737-300 model (using a JSBSim flight model) there is a nasal script
> called air-ground.nas. This apparently adds some automatic control of the
> spoilers while on the ground. Now, understand up front that the discussion
> that follows is not about nasal (which is a great feature and a great part
> of flightgear) but about compatibility, convention, and communication.
> 
> JSBSim has a powerful flight control capability that is specifically
> designed for purposes such as that which the mentioned nasal script
> addresses. I'd much prefer that such code be done using that capability, and
> for several good reasons. Among them:
> 
> 1) It is desirable for debugging and development purposes that the flight
> model operates as closely as possible to the same whether run from
> FlightGear or from a standalone version of JSBSim. JSBSim code does not
> incorporate nasal in its standalone executable.
> 2) Similarly, uses of the flight models by other simulators which use JSBSim
> may not incorporate nasal, and thus behavior will differ.
> 3) Without knowing about such scripts (which I did not until recently),
> similar capabilities may be added to the existing flight control
> specification already in JSBSim and may result in a "force fight" or
> controls confusion. FlightGear has an autopilot model, now there are nasal
> scripts that may perform flight control related tasks, and there is the
> flight control specification in JSBSim aircraft. Ideally, some emerging
> JSBSim aircraft will model their own autopilot within the JSBSim flight
> control model (which has been conceived and designed with an aim towards GNC
> analysis from the start). So, there needs to be good communication among
> several parties when it comes to adding capabilities to a flight model.
> 
> Jon

Those are valid points from a JSBSim centric perspective,  but from FlightGear 
we have other FDMs that don't support the same features so that fgfs has its 
own control methods independant of specific FDMs.  An argument could be made 
for having a single control script for flying the same aircraft type developed 
using JSBSim, YASim and UIUC models.

Perhaps the answer in the long run is to detach the JSBSim flight control from 
JSBSim FDM so that they are configured independantly and communicate to each 
other through the same type of interface that FlightGear currently uses.  Then 
users can choose that as one available method for flight control.  FlightGear 
is still about creating a set of building blocks, isn't it?  Such an approach 
would probably be valuable to folks wanting to use JSBSim in other projects as 
well.

That said, it is good you brought this up, because obviously there are some 
folks that don't realize this exists in JSBSim.  I just happened to know of the 
feature because you mentioned it to me and also on the mailing list quite some 
time ago.

Best,

Jim


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Re: [Flightgear-devel] instrument panels on views from outside the aircraft

2006-04-05 Thread Jim Wilson
> From: John Kluza
> 
> Hi Curt, 
> That cessna mini overlay is a good starting point.  I used it to build my own
> custom vertical transparent panel that serves the purpose well.  Right now I
> can only make it visible from views that an equivalent to the pilot's eye
> view from the cockpit.  It seems like the view shown on that picture is a
> cockpit view, however, maybe canted off downward a bit (which would also be
> interesting to know how to do - is there doc that talks about customizing the
> perspectives?).  
> 
> My real question though is can I make a panel visible from one of the other
> perspectives in which the observer views the aircraft from outside?  In this
> way, it would be like watching the uav fly around but seeing the instruments
> at the same time.  
> 
> Thanks a lot!
> John
> 

That mini panel or something like it was my first contribution to flightgear 
and was really the result of a screw up that looked cool.  By itself it won't 
do exactly what you want.  The reasohn is that the aircraft model is hidden in 
the pilot view when the 2D cockpit mode is used (i.e.  when 3D virtual cockpit 
is turned off in the config).

Take a look at the c172 with the 3D cockpit (or any of the aircraft with a 2D 
panel placed in a 3D cockpit).  You will find in the model configuration where 
the panel position is set.  That position is relative to the aircraft and can 
be placed anywhere in relation to the aircraft including outside.  Configured 
offsets can be applied to the pilot eye point to move it anwhere in relation to 
the aircraft.   The panel itself can be animated as a whole with rotations from 
any angle applied (to make it appear fixed to the camera).

If you want the panel available for a fixed observer on the ground you can 
probably do that with a combination of the scenery object placement technique 
and something like the standard "tower look-at" view to set up your view (aka 
camera, eye point).   Use a transparent (or not) model with a 2D panel mapped 
to it just like the c172 aircraft.  Place it on the ground and use animations 
to make it pan around with the view.

Best,

Jim


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Re: [Flightgear-devel] FG-0.9.10-pre3 - my experiences

2006-03-29 Thread Jim Wilson
> From: Durk Talsma
> 
> On Wednesday 29 March 2006 14:43, Michal Fabik wrote:

> >
> > - I get the following console messages whenever I
> > start FG:
> >
> >   Object Vehicles not found
> >   Error reading AI flight plan:
> > /usr/local/share/FlightGear/data/AI/FlightPlans/KSFO-KSAN.xml
> >   Error reading AI flight plan:
> > /usr/local/share/FlightGear/data/AI/FlightPlans/KSFO-KSEA.xml
> >   Error reading AI flight plan:
> > /usr/local/share/FlightGear/data/AI/FlightPlans/KSFO-KSEA.xml
> >
> 
> Hi Michal,
> 

> 
> The Error reading AI flightplan warning is quite innocent actually.

Then it should be logging at SG_WARN level.

Best,

Jim


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Re: [Flightgear-devel] Few 3d Modeling questions

2006-03-29 Thread Jim Wilson
> From: info
> 
> Are the planes with status unknown no longer updated by their original 
> authors?

Not really.  The status is pretty meaningless as there is no agreed upon 
standard for what it defines.  I think most of mine say "unknown".  In my 
opinion "Status" should be removed from the web page except in cases where the 
aircraft is known to be "un-flyable" or grossly inaccurate.  Since the modeling 
capabilities and standards in FlightGear continue to change fairly quickly it 
is fair to say that none of the aircraft are "complete" yet.

So as David mentioned,  work on anything you find interesting.  Note that 
cockpit work (3D cockpits especially) is always needed.  Almost all are 
incomplete in some way.  Many aircraft are still using 2D panels (some are very 
good ones, but still 2D).  The bottom line is, if you see something you like 
and you can improve, go for it!

Best,

Jim


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[Flightgear-devel] Bug in loading saved flights (was CONCLUSION: My problems with saving/loading flights solved)

2006-03-29 Thread Jim Wilson
Sorry for the top-post but I'm re-sending this entire message with a new 
subject line.  Has this already been fixed in CVS?

Anyway, the following looks like a very good description of a nasty bug that 
shouldn't be too hard to fix.  If we can't fix it for the release then 
shouldn't we disable load/save menu options until it is?

Best regards,

Jim

> -Original Message-
> From: <[EMAIL PROTECTED]>
> Sent: Wednesday, 29. Mar 2006 9:06 -0500
> To: flightgear-devel@lists.sourceforge.net,
> flightgear-users@lists.sourceforge.net
> Subject: [Flightgear-devel] CONCLUSION: My problems with saving/loading 
> flights solved
> 
> Hi everyone,
> 
> Since I made some inquiries and replied myself on both user and devel lists, 
> I feel I owe you guys a report.
> 
> Good news first: saving, and then loading and continiuing flights works well.
> 
> The success of this though, seems to depend on starting the load/continue 
> session at the same (in some cases a close by) airport.
> 
> When I had problems, I was trying to load/continue flights that I saved 
> around New York, Ottawa, Lake Erie (all in w080n40). I
> started FG with bare command "fgfs". Of course this put me at KSFO. Then 
> I loaded one of the above mentioned
> flights, and kaboom!, really nasty stuff happened (plane taking wild flips 
> and turns and eventually plunging into the earth/water
> being totally uncontrolable throughout).
> 
> After it finally occured to me that I was ending up in KSFO skies, I decided 
> to try starting from the original airport of the
> saved flight. Everything worked like a charm. Then I tried starting in a 
> Toronto airport to continue the saved Ottawa flight, that
> worked fine too.
> 
> I thought I would share this. May be, it'll save some starter from the agony 
> in the future.
> 
> Happy virtual flights...
> 
> Yavuz Onder


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Re: [Flightgear-devel] Pilot models

2006-03-24 Thread Jim Wilson
> -Original Message-
> From: "David Megginson"
> 

> flies them), but when I do use external views, I find it very
> disconcerting if nobody's flying the plane, especially the small ones
> like the Cub.


I like it: http://www.spiderbark.com/fgfs/p51pilot.jpg

Best,

Jim

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Re: [Flightgear-devel] FlightGear Make Process: Amazing

2006-02-27 Thread Jim Wilson
> From: "David Megginson"
> 
> On 27/02/06, Curtis L. Olson <[EMAIL PROTECTED]> wrote:
> 
> > If you dig up a utility called "sloc" (source lines of code) it suggests
> > that we are sitting on a body of code that would have cost 10's of
> > millions of dollars to produce had we done it in a traditional
> > commercial environment.  It makes some "wild" estimates on how many
> > lines of code an engineer can produce in a day, and how much an engineer
> > might cost.  But even with conservative estimates we have a pretty
> > impressive little chunk of code here.
> 
> Add a zero, Curt, at least from my experience.  As a consultant, I've
> seen more than one $100M+ system that sets out to do a lot less than
> FlightGear and fails even at that.
> 

I knew it!  Time for another rate increase.  Tell me the price of those 
projects at least included some test hardware, documentation and deployment.  
Oh...and just to clarify,  these were existing projects you were called in late 
to fix, right? ;-)

Best,

Jim


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Re: [Flightgear-devel] min and max in annimation?

2006-02-27 Thread Jim Wilson
> From: Dave Perry 
> 
> I asked David Megginson off list this question and he suggests I ask the 
> developers.
> 
> I tried to use   and
>   in the Instruments-3d/vor.xml file and it has no affect.  I
> followed the syntax from the Model-How-To file; also the same as the
> syntax used in ai.xml.  Here is the relevant chunk of the new vor.xml file.
> 
> > 
> >   GlidescopeNeedleTransform
> >   rotate
> >   GlidescopeNeedle
> >   /instrumentation/nav[0]/gs-needle-deflection
> >   -3.2
> >   -32
> >   32
> >   
> >0
> >-0.03
> >0
> >   
> >   
> >-1
> >0
> >0
> >   
> >  
> >  
> >
> What am I doing wrong?
> 
> The property goes thru several revolutions and the needle follows all of 
> them.  Only the values near zero are the actual glide
> slope indications.  I could limit the display of the gs needle to an interval 
> via conditions, but I thought that min and max would
> do this also.
> 

Dave, I have not studied this carefully to fully answer your question,  however 
you should start by using "min-deg" and "max-deg" since with "rotate" callbacks 
the units being output are not arbitrary,  rather they are in fact degrees.   
For some time now,  it is the standard in FlightGear/SimGear to try and include 
the type of units in the property names when they are known (e.g. -ft, -m, 
-deg).  It is easy to forget though, when playing with animations.

Best,

Jim


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RE: [Flightgear-devel] Resigning as patch committer.

2006-02-21 Thread Jim Wilson
> From: "Vivian Meazza"
> 
> > From: [EMAIL PROTECTED] [mailto:flightgear-
> > [EMAIL PROTECTED] On Behalf Of Erik Hofman
> > 
> > 
> > Hi,
> > 
> > I have finally made the decision not to commit any patches from others
> > anymore. I think I've done my time over the last few years but this
> > accident this morning alone has cost me more than half a day.
> > 
> > I need to spent my time on more important work.
> 
> I'm sure we all sympathise with your decision. I would like to say a
> personal thank you for your help and understanding over the last years in
> getting my stuff in FG. And particularly in correcting the all too frequent
> errors!
> 

Let me second this!  You have done an exemplary job, Erik.

Many thanks,

Jim


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Re: [Flightgear-devel] runway lights (non-enhanced version)

2006-02-20 Thread Jim Wilson
> 
> Did something change recently with the non-enhanced runway lights?  They 
> seem dimmer now and seem to zbuffer fight with the runway a lot more 
> than they have previously?  Has anyone else noticed this with the most 
> recent CVS or is it just me?
> 
> Curt.

Back when those lights were done, I seem to remember adding a patch that raised 
the runway lights up off the terrain depending on viewpoint distance.  Maybe 
that bit of code has been removed?

Best,

Jim


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[Flightgear-devel] (Real) SR22-GTS Demo Flight

2006-02-13 Thread Jim Wilson
> 
> I had a chance to take a demo flight in a (real) Cirrus SR22-GTS
> today.  I posted my comments on my weblog:
> 
> http://www.megginson.com/blogs/lahso/archives/2006/02/08/cirrus-sr22-demo-flight-initial-impressions/
> 
> It will be a lot of work to model the Avidyne glass cockpit in FlightGear.
> 
> 

Hi David,

Welcome back!  Interesting blog entry.   I'm very glad to hear that you did not 
get to try out the CAPS.  Have there been reports of successes with the system? 
 For some reason I just imagine a pilot trying to avoid deploying (on engine 
failure for example) until it was too late.  And it seems a lot of the other 
scenarios wouldn't be helped by a chute anyway.  In any case that would be an 
interesting feature to model :-).

As for GC panel modeling I'd think just doing something basic,  with enough 
functionality to fly the aircraft wouldn't be all that hard.  As with our 
current GC instruments, alternate views/modes could be added with time.  On the 
other hand it would be great to see work that extended the 3D modeling of GC 
displays (capabilities) further than what was done for the 747 PFD.  The two 
biggies would be a text "animation" and image generation (maps, radar).

Best,

Jim Wilson


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Re: [Flightgear-devel] A-10 3D cockpit

2006-02-08 Thread Jim Wilson

I am resending this message from a couple days ago (see below).  Not sure what 
happened, but it fell into some sort of black hole. - Jim


> From: alexis bory
> 
> Martin Spott a écrit :
> 
> > alexis bory wrote:
> >
> >> Before going farther I'd like to know if any body else allready do
> >> the same work.
> >
> >
> > Lee Elliott did the A-10, you'd probably ask him to coordinate the
> > effort. I'd love to see a nice copckpit for the A-10 because I find
> > it's much fun to fly that aircraft,
> >
> > Martin.
> 
> 
> I just can't wait to show a screenshot:
> http://croo.murgl.org/img/very-begining.jpg
> 
> It's the very begining of the work, I hope it will be usable by most people.
> 
> Did anybody asked about a way to keep the hud's marks inside the hud
> screen ?
> 

Alexis, this looks very promising.  You probably do not want to try and use 
the current HUD for this purpose.  Your best bet is to develop a 3D model of 
a HUD and manipulate the markings and text in much the same way as the 747-400 
primary flight display (which is a 3D model).

Curt and Andy I think mentioned rewriting the HUD code.  Without knowing 
all that involves,  I suspect that we'd be much better off adding whatever 
is required to the model animation code to make our 3D HUD models.


Best,

Jim




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[Flightgear-devel] [PATCH] configure.ac patch

2006-01-18 Thread Jim Wilson
Here's the same patch without affecting Erik's include path correction.

This patch fixes configure.ac so that when an alternate prefix location for 
simgear is specified, configure tests for the header file jpegfactory.hxx in 
that specific location only.

Best,

Jim


configure_patch2_diff.gz
Description: Binary data


Re: [Flightgear-devel] [PATCH] issue with configure finding specified copy of simgear

2006-01-15 Thread Jim Wilson
> From: Erik Hofman
> 
> Jim Wilson wrote:
> 
> > Umm...not so fast.  Read my problem description again.  I think you can 
> > still pickup the wrong plib or simgear.
> 
> Did you actually try the latest version. It _should_ prevent this 
> problem. If not I till have your fix to commit.
> 
> Erik

Sorry, I left town for a couple days after that last message.   No, I didn't 
test it,  but I just did and it did not work.  The script tests the existance 
for a header in SimGear that is NOT present unless a particular option was 
compiled in (i.e. where looking for an absence).  It can get a hit in that path 
regardless of how it is ordered which is why I went with the more specific 
test.  Chances are my solution isn't the best approach, and I'm not sure it'll 
work for everyone, but it did work on my system.

Best,

Jim




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Re: [Flightgear-devel] [PATCH] issue with configure finding specified copy of simgear

2006-01-14 Thread Jim Wilson
> From: Erik Hofman
> 
> Jim Wilson wrote:
> > This patch builds a configure script that will check in the proper location 
> > for simgear headers if a
> "with-simgear" prefix is specified.  Without this patch jpegfactory support 
> is not recognized in FlightGear when the
> simgear libraries are in a non-standard location.  Also, in the case of 
> developers with multiple copies of simgear on disk, it is
> possible that no error is issued by configure if the path specified in 
> --with-simgear is incorrect.
> > 
> > It looks like there are similar issues using "with-plib", but for now I'd 
> > like to submit this patch for cvs so
> that it can be further tested and commented on.  I am not an autoconf expert.
> 
> I've reorganized the script a bit which should have the same effect.
> 

Umm...not so fast.  Read my problem description again.  I think you can still 
pickup the wrong plib or simgear.

Best,

Jim




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[Flightgear-devel] [PATCH] issue with configure finding specified copy of simgear

2006-01-13 Thread Jim Wilson
This patch builds a configure script that will check in the proper location for 
simgear headers if a "with-simgear" prefix is specified.  Without this patch 
jpegfactory support is not recognized in FlightGear when the simgear libraries 
are in a non-standard location.  Also, in the case of developers with multiple 
copies of simgear on disk, it is possible that no error is issued by configure 
if the path specified in --with-simgear is incorrect.

It looks like there are similar issues using "with-plib", but for now I'd like 
to submit this patch for cvs so that it can be further tested and commented on. 
 I am not an autoconf expert.


Best,

Jim Wilson


configure_patch.diff.gz
Description: Binary data


Re: [Flightgear-devel] Autoconf and FG_JPEG_SERVER

2006-01-13 Thread Jim Wilson
> From: Jim Wilson
> 
> It looks like I've run into a problem with FG_JPEG_SERVER getting set in 
> config.h now.  Or possibly something has change to make
> this a problem.  Simgear is built without it, the header file for Simgear's 
> jpegfactory isn't being installed, but the flag in
> FlightGear is being (I think erroneously) set.
> 
> Also I'm a little confused.  There is the FG_JPEG_SERVER flag,  but also a 
> pair of ENABLE_JPEG_SERVER_TRUE|FALSE flags.  The code
> in FlightGear that is failing to link is wrapped in the FG_JPEG_SERVER flag 
> though.
> 
> Anyone have an idea as to what the confusion is here?
> 

OK I've found the problem.  We aren't using the --with-simgear prefix when 
testing for the jpegfactory header.  So it happens to find it in other 
locations.

Best,

Jim




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[Flightgear-devel] Autoconf and FG_JPEG_SERVER

2006-01-13 Thread Jim Wilson
It looks like I've run into a problem with FG_JPEG_SERVER getting set in 
config.h now.  Or possibly something has change to make this a problem.  
Simgear is built without it, the header file for Simgear's jpegfactory isn't 
being installed, but the flag in FlightGear is being (I think erroneously) set.

Also I'm a little confused.  There is the FG_JPEG_SERVER flag,  but also a pair 
of ENABLE_JPEG_SERVER_TRUE|FALSE flags.  The code in FlightGear that is failing 
to link is wrapped in the FG_JPEG_SERVER flag though.

Anyone have an idea as to what the confusion is here?

Best,

Jim




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[Flightgear-devel] Help creating textures in gimp

2006-01-07 Thread Jim Wilson
> -Original Message-
> From: Dave Perry
> 

>
> No matter what I try, the bucket tool does not work for me.  The dancing 
> ants are there for the selections, but no fill color.  I have read the 
> gimp help file sections that I think apply.  I have tried doing the 
> background in one layer, the N-numbers in another layer (N-numbers work 
> as does the brush), and the trim in a new layer.  In order to "see" the 
> part outlines, these layers have all been added as transparent.  I 
> suspect that may be my problem but don't know .
> 
> Many of you do this all the time.  Is the above outline at all 
> reasonable?  Help much appreciated.  The Comanche flies great and looks 
> good even without the textures .  A vintage high-performance single 
> would be a nice addition to fgfs.
> 

This sounds reasonable.  You might even want a larger texture.  Any chance you 
are getting confused about what layer you are on?  Probably not...

Anyway, see if you can do the following:   Create a new image in gimp with 
transparent background.  Draw some sort of selection (e.g. using rectangle or 
circle).   Can you fill that?

If not check to make sure your opacity isn't zero, or your select feathering 
isn't on and a huge value, or something silly like that.  Beyond that you may 
want to post a question on a gimp list.

Best,

Jim




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Re: [Flightgear-devel] New FlightGear mousepad

2006-01-05 Thread Jim Wilson
> From: Erik Hofman
> Sent: Thursday, 5. Jan 2006 10:45 -0500
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] New FlightGear mousepad
> 
> Erik Hofman wrote:
> >> Maybe I can make another one with a different background image, so 
> >> everybody would be free to choose.
> > 
> > http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad2006.jpg
> > http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad2006c.jpg
> http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad2006c1.jpg
> 

Cool!  I'm feeling a little sheepish now...hehe.  Those ALL look great.  And 
the lightning too...so much has been happening with FlightGear it really is 
hard to encapsulate it all in a few pictures.

On the last two, I might give a slight preference to the Beechcraft just 
because the Citation seems to be showing a little shading problem in that 
screenshot.

Best,

Jim




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Re: [Flightgear-devel] Model this?

2006-01-05 Thread Jim Wilson
 -Original Message-
> From: "Ampere K. Hardraade"
> 
> On January 4, 2006 09:31 pm, Curtis L. Olson wrote:
> > The other small point that I would make is that this individual did
> > contribute an aircraft to FG, but later asked to have it removed from
> > CVS in protest that certain bugs weren't getting addressed to his

>
>
> This question has been rolling in my mind for a while: how can a person 
> uncontribute something from an opensource project?
> 
> If I understand this correctly, anyone is free to do anything with works that 
> are GPL'ed, as long as the said person doesn't violate the GPL.  Doesn't this 
> imply that you are free to ignore his request to have his works removed from 
> the CVS?

> 
> Ampere
> 

Hi Apmere,

Technically, you are right, but I think this situation was handled in a 
respectful and proper manner.  Perhaps the author will reconsider once he 
realizes that we are all volunteers here doing our best to understand and 
communicate across many cultures,  not to mention develop software.

Best regards,

Jim




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Re: [Flightgear-devel] New FlightGear mousepad

2006-01-02 Thread Jim Wilson
> From: "Ampere K. Hardraade"
> 
> On January 2, 2006 03:42 pm, Erik Hofman wrote:
> > Any reason for that? Personally I found this setup the most appealing.
> >
> > Erik
> 
> Yes.  When I look at the current arrangment, I get a sense that it is trying 
> to emphasize that FlightGear is a combat sim -- with the aircraft carrier and 
> the Spitfire taking focus.  The aircraft carrier is just a feature, not the 
> center piece of FlightGear.
> 

Let me just add an "aye" to Ampere's suggestion.  Even after building the P51D 
I'll admit to a preference for civil-ian aviation focus.  Although, you know, 
technically the "Gunfighter" never actually saw any combat :-).

There has also been some pretty impressive cockpit work done over the last two 
years.  That said, I think Erik's pad looks pretty cool.  I just think he 
should do two of them ;-)

Best,

Jim




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

2005-12-28 Thread Jim Wilson
> From: Torsten Dreyer
> 

> 
> 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?"
> How do I convert these real-life data into a FDM config-file?
> 
> If you like, here is the original after which I try to build the model:
> http://www.littlewing-air.de/fotoshow/index_fotoshow.html
> 

Hi Torsten,

Nice model and great project.  On your description I would suggest YASim as it 
was designed to work with the kind of data you are describing.  Since this sort 
of  question comes up so often you might want to check the archives and put 
what you find in the FlightGear wiki.  I did a little googling, and found it 
isn't that easy to get the right discussions,  but I know that very detailed 
and explicit comparisions of the flight model systems are there in the 
discussions.

Best regards.

Jim




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[Flightgear-devel] Re: PA24-250 model under development

2005-12-22 Thread Jim Wilson
> -Original Message-
> From: Melchior FRANZ 
> 
> * Vivian Meazza -- Thursday 22 December 2005 10:13:
> > Blender is clever, but almost impossible to use.
> 
> 
> 
> > To get going quickly, while getting acceptable results I would recommend
> > AC3D. The $40 or so it costs is money well spent I reckon.
> 
> Could be. But didn't the ac3d author already screw some paying customers
> over? I remember the discussion here on the devel list.
> 

Yes this is true.  I'm one of the people who bought AC3D back when Coleburn was 
telling customers that all future upgrades would be free of charge.  Later he 
modified that statement somewhat, but I have a copy of the web page that was 
there when I bought the software originally and there is no doubt he screwed 
some people.

> I don't really care who uses what, as long as I can use Blender. AC3D
> may be a nice application and is certainly good enough for FlightGear
> modeling, but Blender is far from "almost impossible to use".
> 

If I were facing a choice between the two programs right now it would easily be 
Blender.  There are a number of things that are more efficient in Blender once 
you get the hang of it.  I speak as someone who has spent countless hours 
performing tedious tasks in AC3D.  In fact I often find myself switching to a 
text editor for tasks because the AC3D interface is so cumbersome.  Don't let 
the initial ease fool you.

A great project if someone wants to take it on would be to enhance VRML support 
in plib so that a wider range of options would be available.  This is something 
that was brought up by David Megginson several times and I think he is right.  
It would really open up the options. Perhaps we could actually get to a place 
were the ac3d format would be largely if not entirely replaced in flightgear 
with something open and human readable.

Best regards,

Jim




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