Re: [Flightgear-devel] YASim & sliding helicopters bug (+ ugly "fix")

2009-02-04 Thread Josh Babcock
Maik Justus wrote:
> Hi,
> Melchior FRANZ schrieb am 02.02.2009 18:43:
>> Ever since helicopter support was added to the YASim FDM
>> there's an annoying bug: even when parked, with rotor off
>> and braked, helicopters slide happily around on the ground.
>>
>>   
> some time ago I dug into this problem and tried to fix it. My idea was, 
> to check, if the movement is smaller than a very small number "epsilon", 
> and if yes, set the movement to zero. The movement need to be measured 
> against the ground, which could be the carrier. This should fix the 
> sliding on ground. But the fix didn't work, because there is no very 
> small movement. All gears I was looking at (only a very small number) 
> were oscillating with a frequency of 60Hz. The amplitude was much to 
> large to neglect. I was not able, to kill these oscillations.
> 
> The cause, why you can see this problem mainly on helicopters, are some 
> simplifications in the rotor calculations, which cause the rotors to 
> generate a very small force, even when not rotating. Non rotor aircrafts 
> should show the same problem, if some wind is blowing.
> 
> Maik


Maybe then the solution is to try the epsilon trick with the rotors/wings and
not the gear.

Josh

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Re: [Flightgear-devel] airliner ditching miracle ... or not

2009-01-23 Thread Josh Babcock
Curtis Olson wrote:
if we had to ditch the ship out there, it
> could have been really ugly ... 

Yeah, I hear a water landing in a ship is pretty hard. Better than a runway
landing in a ship though :)

Josh

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Re: [Flightgear-devel] Tutorial: adding "Ambient Occlusion" layer to aircraft textures

2008-08-11 Thread Josh Babcock
Melchior FRANZ wrote:
> I just wrote this tutorial. Maybe some modelers have use for it:
> 
> http://wiki.flightgear.org/index.php/Howto:_Add_smooth_(%22Ambient_Occlusion%22)_shadows_in_Blender
> 
> Note that it's not linked to from the Developer Portal ... for the
> simple reason that I couldn't manage to do it. Would be nice if a
> wiki expert can link it in.  :-)
> 
> m.


Some added notes:

You can substantially alter the quality of the AO by tweaking the parameters 
under the amb occ tab of the world buttons
view (F8). Some things to take a look at are falloff and (under 246) the new 
approximate gather method which is faster
and IMO better looking than the ray tracing method. If you do use the ray 
tracing method, there are several parameters
to control how blender selects the sampling rays.

Nice to see this tut. It's a super easy way to add some realism to models at 
zero processor cost. Maybe someday we will
have normal maps and specular maps in FG, and we can do even more baking!

Josh

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Re: [Flightgear-devel] flightgear wiki logo

2008-07-10 Thread Josh Babcock
Jon S. Berndt wrote:
> Just thought I'd mention that the I agree that the wiki logo is really nice.
> As the creator of the current logo on the flightgear web page (a lng
> time ago) I'd say it's time for a change.
> 
>  
> 
> Jon
> 
>  
> 
>  
> 
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Curtis
> Olson
> Sent: Wednesday, July 09, 2008 12:04 PM
> To: FlightGear developers discussions
> Subject: [Flightgear-devel] flightgear wiki logo
> 
>  
> 
> I just noticed the flightgear wiki has a pretty slick logo.  It might be fun
> to update the main flightgear web site with the same logo.  I'm asking here
> to see if the wiki logo author is ok with me using this logo for the main
> flightgear page as well?
> 
> Thanks,
> 
> Curt.


Well, the old logo will live on in the icon set. They are shamelessly ripped 
from the flightgear.org banner. At least
the big blue "F" is. And I agree that the wiki logo is very sharp looking. I 
also like the idea of substituting various
aircraft and having the letters, grey ribbon and clouds be what holds them all 
together.

Josh

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[Flightgear-devel] icons

2008-06-26 Thread Josh Babcock
Someone from Debian just pointed out to me that the icon set I made is
no longer available at my old website (defunct), and I don't have a new
one to post them on ATM. Perhaps they should be included in the
distribution like data/icons. I sent the Debian guy a tarball but in the
future it would be nice if they were easier for package maintainers to
find. If someone wants to do this, let me know and I will send you the
tarball.

Josh

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[Flightgear-devel] bad error message in animation code

2008-01-13 Thread Josh Babcock
I just found that if you use (at least) a rotate animation and pass it a 
bad property in the following form:
foo/bar/[0]/something

You get this misleading error message:
Could not find at least one of the following objects for animation:

SomeObjectName

This happens even when the object name is correct. Simply misspelling 
the property will not cause this either. It has to be an index right 
after a '/'. This had me looking at the .ac file and the wrong part of 
the animation for quite a while before I happened to spot the typo in 
the  tag.

Josh

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[Flightgear-devel] odd sky colors in flyby mode

2008-01-12 Thread Josh Babcock
I just landed at dusk and watched a reply in flyby mode. When I came out 
of replay, I was still in flyby mode, and I wasn't thinking and tried to 
use the mouse to change the viewpoint as if it were chase mode. Of 
course it didn't work, but what is interesting is that the sky colors on 
the horizon were clearly changing from sunset to the eastern dark blue 
sky and back, as if the viewpoint were actually orbiting the a/c. That 
was panning l/r. Panning u/d also changed the sky, but it seemed to be 
going from the colors at the horizon to the color of the sky above, 
again as if the viewpoint was revolving.

I thought it was of note. Seems like there may be a minor bug in there 
somewhere.

Josh

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[Flightgear-devel] bug? in animation code

2008-01-12 Thread Josh Babcock
If you do this:


rotate
Object
some/prop

10.91
0
-1.34


-x<- THIS HERE



what you actually get is a scale animation. Neat huh?

Josh

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[Flightgear-devel] httpd patch

2008-01-12 Thread Josh Babcock
I got tired of watching all those http requests scroll over the screen, 
so I made them SG_LOG( SG_IO, SG_INFO, );

Commit it if you like it.

Josh
? httpd.diff
Index: httpd.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Network/httpd.cxx,v
retrieving revision 1.13
diff -u -p -r1.13 httpd.cxx
--- httpd.cxx   3 Nov 2007 17:04:04 -   1.13
+++ httpd.cxx   12 Jan 2008 16:15:53 -
@@ -101,7 +101,7 @@ void HttpdChannel::foundTerminator (void
 const string s = buffer.getData();
 
 if ( s.find( "GET " ) == 0 ) {
-printf("echo: %s\n", s.c_str());
+SG_LOG( SG_IO, SG_INFO, s.c_str() );   
 
 string rest = s.substr(4);
 string request;
@@ -120,7 +120,7 @@ void HttpdChannel::foundTerminator (void
 // request to update property value
 string args = request.substr( pos + 1 );
 request = request.substr( 0, pos );
-printf("'%s' '%s'\n", request.c_str(), args.c_str());
+SG_LOG( SG_IO, SG_INFO, request.c_str() << args.c_str() );   
 request = urlDecode(request);
 
 // parse args looking for "value="
@@ -136,12 +136,12 @@ void HttpdChannel::foundTerminator (void
 done = true;
 }
 
-printf("  arg = %s\n", arg.c_str() );
+SG_LOG( SG_IO, SG_INFO, "  arg = " << arg.c_str() );   
 string::size_type apos = arg.find("=");
 if ( apos != string::npos ) {
 string a = arg.substr( 0, apos );
 string b = arg.substr( apos + 1 );
-printf("a = %s  b = %s\n", a.c_str(), b.c_str() );
+SG_LOG( SG_IO, SG_INFO, "a = " << a.c_str() << "  b = 
" << b.c_str() );
 if ( request == "/run.cgi" ) {
 // execute a command
 if ( a == "value" ) {
@@ -267,7 +267,7 @@ void HttpdChannel::foundTerminator (void
 push( "HTTP/1.1 200 OK" );
 push( getTerminator() );
 
-printf("size = %d\n", response.length());
+SG_LOG( SG_IO, SG_INFO, "size = " << response.length() );
 char ctmp[256];
 sprintf(ctmp, "Content-Length: %d", response.length());
 push( ctmp );
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[Flightgear-devel] segfault in recent CVS due to minimal sound configuration file

2008-01-11 Thread Josh Babcock
tower:ch53e$ gdb fgfs --aircraft=ch53e --timeofday=noon 
   GNU gdb 6.7.1-debian
Copyright (C) 2007 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later 

This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...
Using host libthread_db library "/lib/libthread_db.so.1".
Starting program: /usr/local/bin/fgfs --aircraft=ch53e --timeofday=noon
[Thread debugging using libthread_db enabled]
[New Thread 0xb69136e0 (LWP 32353)]
osgDB ac3d reader: could not find texture "Untitled"
[New Thread 0xb09f8b90 (LWP 32382)]
[New Thread 0xb01f8b90 (LWP 32383)]
Httpd server started on port 5100

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb69136e0 (LWP 32353)]
FGFX::init (this=0xdd52200) at fg_fx.cxx:95
95 for (i = 0; i < node->nChildren(); i++) {
(gdb) bt
#0  FGFX::init (this=0xdd52200) at fg_fx.cxx:95
#1  0x086ff8ef in SGSubsystemGroup::init (this=0x8852c9c)
 at subsystem_mgr.cxx:124
#2  0x08084e8c in fgInitSubsystems () at fg_init.cxx:1823
#3  0x08067683 in fgIdleFunction () at main.cxx:920
#4  0x080b69dd in FGManipulator::handle (this=0x8852698, [EMAIL PROTECTED],
 [EMAIL PROTECTED]) at FGManipulator.cxx:148
#5  0xb7715dda in osgViewer::Viewer::eventTraversal ()
from /usr/local/lib/libosgViewer.so.26
#6  0xb7719c63 in osgViewer::ViewerBase::frame ()
from /usr/local/lib/libosgViewer.so.26
#7  0x080be8ce in fgOSMainLoop () at fg_os_sdl.cxx:248
#8  0x08063b55 in fgMainInit (argc=3, argv=0xbfbd7184) at main.cxx:1077
#9  0x080628d4 in main (argc=247672440, argv=0xecb4798)
 at bootstrap.cxx:220
(gdb)


I made this happen by putting this:

Aircraft/ch53e/Sound/ch53e-sound.xml

in ch53e-set.xml
ch53e-sound.xml looks like this:





Reverting the change to ch53e-set.xmlch53e-set.xml makes the segfault go 
away. I don't think it should be that easy to make the xml reader choke :)

Last compiled (and updated) 1/9.

Josh

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Re: [Flightgear-devel] object density question

2008-01-10 Thread Josh Babcock
Curtis Olson wrote:
> Hi Everyone,
> 
> I was testing some stuff today and added a couple models to the scene with
> the UFO (I made a little Evel Knievel course with ramps to jump a 737.)
> That worked great and the snowplow flies through the air and hits the ground
> and (possibly) the downside ramp pretty realistically.  In the OSG version
> of flightgear I had great fun figuring out what speed I needed in order to
> clear a 737 and make the other ramp on the downside, stay on my wheels, etc.
> etc.  Very cool!  This actually has a real purpose, but I won't bore you
> with that.
>

Slow day at work, eh? The movie is great. When you get the Plib version 
made, I think it would be really good to see it on the web site.

Josh

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[Flightgear-devel] ch53e update

2008-01-08 Thread Josh Babcock
I just posted an update to the Super Stallion at: 
http://jrbabcock.home.comcast.net/~jrbabcock/flightgear/ch53e/ch53e-rollup.20080108.tgz
I don't know who is doing cvs commits now, I would appreciate if someone 
could do this one for me. The file contains a unified diff and many new 
files and modified images. There is also a text file curchn containing a 
list of changes in this update.

Josh

PS, also some new pics at 
http://jrbabcock.home.comcast.net/~jrbabcock/flightgear/ch53e/progress/progress.html

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Josh Babcock
Georg Vollnhals wrote:

>> But the external load seems to me not be an big issue
>> at this crash.
> Even if the bucket is not filled it is a weight some distance away from
> the helicopter. And when your downpitching into autorotation it will
> influence the CG of your a/c. And due to the load change it will start
> to swing. And groundnear it may hook into the vegetation.
> Many helicopter pilots hate external loads.
> When I got some winch training many years ago with a Bell 212 I suddenly
> lost my innocence when the pilots told me that it was absolutely
> necessary in case of an autorotation to cut the line I would be hanging
> on immediately - better loose one man than all the helicopter crew.

Heh, yeah. The one I trained with the guy told me that the cable wasn't 
even attached to the winch. If they let it out too far it would just 
wind off and fall. The last 20 feet of cable was painted red.

Josh

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Re: [Flightgear-devel] old bugs with blue screen and BPP32

2008-01-01 Thread Josh Babcock
Stewart Andreason wrote:

> 
> Is there any other way to verify the osg installation is working?
> 
> So now I'm running NVIDIA-linux-x86-96.43.01-pkg1.run on Xorg 7.0.0
> 
> Stewart
> 
> 

If you compiled the utilities, you should have a program called 
osgviewer. That would make a good test.

Josh

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Re: [Flightgear-devel] old bugs with blue screen and BPP32

2007-12-31 Thread Josh Babcock
Curtis Olson wrote:
> On Dec 30, 2007 10:20 AM, Stewart Andreason <> wrote:
> 

> This does look messed up.  I've got
> NVIDIA-Linux-x86-100.14.11-pkg1.runinstalled here.  Based on your
> images, I really don't know, but I wouldn't
> be shocked if it turned out to be some sort of driver issue.  Maybe just
> reinstalling the drivers wouldn't hurt as a starting point in case some
> other system upgrade overwrote a portion of the libs or config.
> 

AFAIK 100.14.19 is the latest stable driver source available.

Josh

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Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Josh Babcock
LeeE wrote:
> On Sunday 30 December 2007 09:47, Detlef Faber wrote:
>> Hello,

> 
> Could it be that the overhead of rotating many simple billboard 
> objects accounts for the performance hit over an equivalent number 
> of more complex static models?
> 
> Nice work anyway:)
> 
> LeeE

Probably has more to do with the fact that the billboards are not only 
UV mapped, but also have an alpha channel. These new ones appear to just 
be using OGL materials. I wonder, does OSG do vertex painting? That 
would be a great way to make these look better without adding a texture.

Josh

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[Flightgear-devel] patch: correction to model-howto

2007-12-29 Thread Josh Babcock
Added internal link to 'pick' documentation.


Index: model-howto.html
===
RCS file: /var/cvs/FlightGear-0.9/data/Docs/model-howto.html,v
retrieving revision 1.21
diff -u -p -r1.21 model-howto.html
--- model-howto.html17 Jun 2007 21:53:12 -  1.21
+++ model-howto.html29 Dec 2007 21:05:49 -
@@ -250,6 +250,7 @@ information.
  noshadow
  dist-scale
  flash
+pick
  

  Typically you will use combinations of rotate, spin, and translate

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Re: [Flightgear-devel] mouse button oddness

2007-12-29 Thread Josh Babcock
Josh Babcock wrote:
> My scroll wheel is acting a bit odd in FG, and I wanted to see if anyone 
> else was having the same problem. When I use the wheel, instead of the 
> actions that are bound to buttons 3 and 4, i get the actions that are 
> bound to button 0. Additionally, all the dialogs, including the pull 
> down menu, act as if I am hitting button 0 when I use the scroll wheel.
> 

Oddly, pick animations don't seem to have this bug ...

> I checked /device/status/mice/mouse and buttons 0-1 seem to respond 
> correctly, but 3 and 4 do not show any activity. This may just be that 
> they come on and off so fast that the dialog does not display it. I have 
> not tested it by attaching Nasal listeners to it.
> 
> This is all using the latest CVS/SVN version of OSG, SG, and FG. I am 
> also currently using the default mice.xml file. All my other X apps, of 
> course, respond as expected.
> 
> Josh
>


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[Flightgear-devel] mouse button oddness

2007-12-29 Thread Josh Babcock
My scroll wheel is acting a bit odd in FG, and I wanted to see if anyone 
else was having the same problem. When I use the wheel, instead of the 
actions that are bound to buttons 3 and 4, i get the actions that are 
bound to button 0. Additionally, all the dialogs, including the pull 
down menu, act as if I am hitting button 0 when I use the scroll wheel.

I checked /device/status/mice/mouse and buttons 0-1 seem to respond 
correctly, but 3 and 4 do not show any activity. This may just be that 
they come on and off so fast that the dialog does not display it. I have 
not tested it by attaching Nasal listeners to it.

This is all using the latest CVS/SVN version of OSG, SG, and FG. I am 
also currently using the default mice.xml file. All my other X apps, of 
course, respond as expected.

Josh

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[Flightgear-devel] Wiimote rocks

2007-12-23 Thread Josh Babcock
OK, so don't go thinking I'm actually alive again, school is still 
kicking my butt and I'm not reading the lists or even using fg right 
now, but this is cool! Too bad it uses windows libraries. Sounds like an 
excellent opportunity for an open source project though.

http://www.cs.cmu.edu/~johnny/projects/wii/

Josh

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Re: [Flightgear-devel] view manager news & "fly by view"

2007-05-04 Thread Josh Babcock
gh.robin wrote:
> On Fri 4 May 2007 22:09, Melchior FRANZ wrote:
>> Today I have reorganized the  handling and added a new
>> view mode. It's still work in progress, but looks quite nice
>> already:  "Fly-By View"  This picks a view position somewhere
>> ahead and lets the aircraft fly by, then searches a new position
>> etc. Nice for replay, or for experiencing how fast the aircraft
>> actually flies. (From cockpit view it looks always slow. ;-)
>> I still need to tweak the parameters and to prevent updates
>> when the aircraft has barely moved.
>>
>>
> SNIP
>> m.
>>
> If my understanding is right,
> I guess that tool will be useful when , during model devel, we try to  tune 
> complexe animations, (survey/observation  from to a specific  point )
> 

Cool, I've wanted this for a long time. Now if I can only find some time
to use it. Speaking of which, I am seriously committed to going to
medical school in about 2 years, so really expect me to drop off the
face of the earth until about 2012 or so. For anyone with serious
interest in the B-29, Canberra, CH-53e or anything else I have done I
will be happy to send you the gimp and blend files plus all my research
material.

Josh

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Re: [Flightgear-devel] USAF Museum, Dayton, OH

2007-05-02 Thread Josh Babcock
Curtis Olson wrote:
> Hi,
> 
> I visited the USAF museum in Dayton, OH on April 14 this year.  I finally
> got a chance to upload my pictures:


Nice pics. What did you use to generate that album? I love the interface.

Josh

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS:

2007-03-23 Thread Josh Babcock
Martin Spott wrote:
> Melchior FRANZ wrote:
>> * Martin Spott -- Friday 23 March 2007:
>>> Is there any hint on how to start the engines ? At least I didn't find
>>> none,
>> Umm ...  }}}, as usual? Works for me with both branches.
> 
> Oh, stupid me, I've been engaging the flaps instead of the magnetos
> all the time and I didn't notice 
> 
> Sorry for the noise,
>   Martin.

I guess that's better than engaging the magnetos when you need the flaps ...

Josh

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Re: [Flightgear-devel] where to put optional Nasal addon script?

2007-02-02 Thread Josh Babcock
Josh Babcock wrote:

> Maybe it should be switched around from that. Have $FG_ROOT/Nasal and
> $FG_ROOT/Nasal/Autoload. I think that would be much more self
> documenting. After all, the automatically loading Nasal files are a
> subset of all the Nasal files so the directory structure might as well
> reflect that.
> 
> Josh
> 
Of course John already said that in another sub-thread.
Josh

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Re: [Flightgear-devel] where to put optional Nasal addon script?

2007-02-02 Thread Josh Babcock
Melchior FRANZ wrote:
> * Stuart Buchanan -- Friday 02 February 2007:
>> I'd go for
>>
>>(D) $FG_ROOT/Nasal/
>>
>> and have all the .nas files that are loaded by default defined in
>> preferences.xml. I've never liked the fact that we always pick up any .nas
>> files in the Nasal/ directory.
> 
> Sorry, but this was not open for debate. Of course, we will continue
> to pick up all files in $FG_ROOT/Nasal/. The question was if we should
> put some optional addons into a *subdir* of $FG_ROOT/Nasal/. But then
> we would probably have to explain again and again why some of the
> files are loaded and others not.

Maybe it should be switched around from that. Have $FG_ROOT/Nasal and
$FG_ROOT/Nasal/Autoload. I think that would be much more self
documenting. After all, the automatically loading Nasal files are a
subset of all the Nasal files so the directory structure might as well
reflect that.

Josh

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Re: [Flightgear-devel] J7W Shinden

2007-02-01 Thread Josh Babcock
Tatsuhiro Nishioka wrote:
> Hi,
> 
> I've started J7W Shinden, an Imperial Japanese Navy intercepter for  
> FlightGear.

Cool. I always loved that airplane. Too bad only one (less than one,
really) survived. I hope NASM gets around to restoring it soon, but I
doubt it since it saw, IIRC, no action. Much prettier than the US
version, the XP-55.

Josh

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Re: [Flightgear-devel] Interesting 3d Model formats (was Trains?)

2007-02-01 Thread Josh Babcock
Curtis Olson wrote:

> It also occured to me that you could just about automate this process
> entirely ... and create your own paper 3d models from nicely done low-poly
> count models.
> 
> I don't know, I thought it was really cool and I thoroughly enjoyed putting
> the model together, but I often find myself in the minority on things like
> this. :-)  It was almost cool enough to be sucked into building a
> virtual ->
> paper model converter ... hmmm 

That's it Curt. FoldGear.

Josh

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Re: [Flightgear-devel] ? cockpit lighting ?

2007-01-23 Thread Josh Babcock
Jim Wilson wrote:
> 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.
> 

See also this attached file. It's for the ch53e, but I don't think it's
in CVS yet.

Josh
# The point of this file is to create a bunch of properties to drive the 
emission
# of various objects in the cockpit by the material animation. It takes the norm
# values for the three light switches and mixes them with each other and (if
# defined) RGB values for those lights. These should be put in:
# controls/lighting/dome/color/red
# ...
# controls/lighting/instruments/color/blue
#
# The  are affected by all three lights, the panel by the panel and dome
# lights, and the dome lights by nothing else. There are weighted values 
defining how much
# one light switch affects each group of objects.
#
# Values are output to:
# controls/lighting/dome/emission/red
# ...
# controls/lighting/instruments/emission/blue
#
# copyright 2006 Josh Babcock jbabcock (at) atlantech (dot) net
#
# TODO
# Implement a night vision mode system like in the ch53e
# Make a system with a materials.showdialog() to make it easier to play with 
colors.

# TODO, get this from a property
shadowFactor = 0.7;

# Light color settings (input)

panelRed = '';
panelGreen = '';
panelBlue = '';
panelNorm = '';

instrumentsRed = '';
instrumentsGreen = '';
instrumentsBlue = '';
instrumentsNorm = '';

domeRed = '';
domeGreen = '';
domeBlue = '';
domeNorm = '';

# Actual emissive values for these models (output)

panelEmisRed = '';
panelEmisGreen = '';
panelEmisBlue = '';

instrumentsEmisRed = '';
instrumentsEmisGreen = '';
instrumentsEmisBlue = '';

domeEmisRed = '';
domeEmisGreen = '';
domeEmisBlue = '';

# Utility functions

maxChannel = func (r, g, b) {
if ( r > g ) {
max = r;
} else {
max = g;
}
if ( max > b ) {
return(max);
} else {
return(b);
}
}

# Functions to figure out what the light will actually look like after all 
three sources are mixed.
# The colors get averaged, the norm values get added with weights then clipped 
to 1.

adjustDomeColor = func {
# Only the dome light shines on this stuff
var red = domeRed.getValue();
var green = domeGreen.getValue();
var blue = domeBlue.getValue();

var norm = domeNorm.getValue();

domeEmisRed.setDoubleValue(red * norm);
domeEmisGreen.setDoubleValue(green * norm);
domeEmisBlue.setDoubleValue(blue * norm);
}

adjustPanelColor = func {

# Mix multiple light sources
var red   = ((
  (panelRed.getValue() * panelNorm.getValue())
+ (domeRed.getValue()  * domeNorm.getValue() )
)/2);
var green = ((
  (panelGreen.getValue() * panelNorm.getValue())
+ (domeGreen.getValue()  * domeNorm.getValue() )
)/2);
var blue  = ((
  (panelBlue.getValue() * panelNorm.getValue())
+ (domeBlue.getValue()  * domeNorm.getValue() )
)/2);

# Normalize the color down if it is greater than one
maxColor = maxChannel(red, green, blue);
if (maxColor > 1) {
red = red / maxColor;
green = green / maxColor;
blue = blue / maxColor;
}

panelEmisRed.setDoubleValue(red);
panelEmisGreen.setDoubleValue(green);
panelEmisBlue.setDoubleValue(blue);
}

adjustInstrumentColor = func {
# This time, we bias the instruments
var red   = ((
  (panelRed.getValue()   * panelNorm.getValue() * 
shadowFactor) 
+ (domeRed.getValue()* domeNorm.getValue()  * 
shadowFactor)
+ (instrumentsRed.getValue() * instrumentsNorm.getValue()   
  )
)/3);
var green = ((
  (panelGreen.getValue()   * panelNorm.getValue() * 
shadowFactor)
+ (domeGreen.getValue()* domeNorm.getValue()  * 
shadowFactor)
+ (instrumentsGreen.getValue() * instrumentsNorm.getValue() 
 

Re: [Flightgear-devel] spam ridden official FlightGear forum

2007-01-19 Thread Josh Babcock
Curtis Olson wrote:

> I believe the captcha is randomly generated each time.  I'm pretty sure the
> problem is real people who take the time to sign on, answer the captcha,
> reply to the confirmation email, and then go to town with their spam.

It is.

My understanding is that the biggest weakness of captchas is that you
can hire humans from some parts of the world to do simple tasks for
almost nothing. Look at the screen and find those little picture on this
keyboard. Now type them in. I'll pay you $1 a day. The only issue is
getting the computers, access and a foreman to wherever the poor people are.

Josh

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Re: [Flightgear-devel] pick animation

2007-01-10 Thread Josh Babcock
Ampere K. Hardraade wrote:

> Err... I think that's a bad idea.  One simple reason is that if the user is 
> looking at an engineering panel, for example, he/she would never be able to 
> pan view. :P

Dynamic view is the headshake system, it has nothing to do with view
panning.

Josh

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Re: [Flightgear-devel] pick animation

2007-01-10 Thread Josh Babcock
Ron Jensen wrote:

> 
> I am in error.  I made a bad assumtion.  After reviewing mice.xml I
> realized the pick animation over-rides the mice.xml definitions, so if
> you are pointing to an object with an action defined for button 2 you
> can't switch mouse modes...  could be deadly to mouse fliers!
> 
> Also, the mouse wheel controls elevator trim in normal mode...  I never
> knew that!  So bad pointing while using the mouse wheel could
> inadvertantly move the elevator trim..

I think the solution to a) not litter the cockpit with too many pick
animations (easy) b) make the pick animations a reasonable and easy to
hit size (also easy) and c) let pilots know when they are pointing at a
pickable object (also easy). I think someone suggested changing the
mouse cursor when on a pickable object.

I suggest that we not hold back due to the trim problem until it
actually happens. I have found that the problems that we predict and the
ones we actually encounter are often very different. It may not become a
problem at all.

It might also be a good idea to suspend dynamic view when the cursor is
over a pickable object.

Josh

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Re: [Flightgear-devel] pick animation

2007-01-09 Thread Josh Babcock
Martin Spott wrote:
> Ron Jensen wrote:
>> On Sun, 2007-01-07 at 09:46 -0500, Josh Babcock wrote:
> 
>>> If AC authors can't come up with a convention, we will be spending a lot
>>> of time on the users list explaining how to use switches to new users.
>> button 0 = Left button
>> button 1 = Middle button
>> button 2 = Right button? (can't use this, FGFS internal)
>> button 3 = Mouse wheel forward
>> button 4 = Mouse wheel back
> 
> I'm _very_ pro a general convention on such a layout and I'd certainly
> put such thing into The Manual.
> 
>> Can we count on most people today having a wheel or at least three
>> button mice?
> 
> A layout that does not necessarily require a mouse wheel to fly the
> aircraft would be nice. In my eyes the mouse wheel is the biggest enemy
> of the third mouse button - which I use _very_ often.
> 
> Martin.

Well, the proposed system has the buttons and the wheel doing the same
duty, just one has a repeat, and one doesn't. So really no one will lose
functionality by not having or using a wheel, they will just loose some
potential convenience, which they probably don't want anyway :)

Josh

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Re: [Flightgear-devel] pick animation

2007-01-09 Thread Josh Babcock
Ron Jensen wrote:

> button 0 = Left button
> button 1 = Middle button
> button 2 = Right button? (can't use this, FGFS internal)
> button 3 = Mouse wheel forward
> button 4 = Mouse wheel back

Really, we can't use button #2? That's odd, since you *can* define it in
mice.xml. Why is this so? Maybe this should be viewed as a bug and
squashed ...

> Can we count on most people today having a wheel or at least three
> button mice?  

A USB wheel mouse costs less than $10US. It is also supported by all
modern operating systems. I'd be surprised if there were anyone out
there who doesn't have one and isn't willing to get one ...

Josh

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Re: [Flightgear-devel] pick animation

2007-01-07 Thread Josh Babcock
Ron Jensen wrote:

> One solution is to make the area around the spot a separate model and
> make that clickable, too.

Yeah, I thought about that, but it would mean a bunch of extra polys.
Also, if the object in question (behind the switch) is curved, there
will be a visible seam ... Maybe transparent quads are the answer? I
would end up looking just like the old panel code, but much easier to model

> 
>> Also, will there
>> be a way to highlight these clickable objects like in the panel code
>> (CTRL-C?)
> 
> This already works...  ctrl-c highlights the clickable object's
> wireframe in yellow.
> 

Cool, I haven't actually had time to try that :/

Josh

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Re: [Flightgear-devel] pick animation

2007-01-07 Thread Josh Babcock
syd wrote:
> Hi all,
> One thing Im unclear on ,reading the documentation , is if the pick
> animation only works with left clicks. Good enough for toggling
> properties , but would still need 2 clickable objects for
> increase /decrease properties .So can a mouse button be chosen with
> this animation ?
> Cheers,
> Syd

First, this animation is a really good idea.

I for see a problem though. With the old hotspot code, if you wanted to
animate a really small switch, you could make the hotspot a lot bigger,
and it would still be easy to hit while you are bouncing around the
cockpit in turbulence.

Would it be possible to define a sort of "fattening" factor whereby
small objects could respond to clicks nearby to them? Also, will there
be a way to highlight these clickable objects like in the panel code
(CTRL-C?)

Josh

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Re: [Flightgear-devel] pick animation

2007-01-07 Thread Josh Babcock
Torsten Dreyer wrote:
> Just a little OT:
> I whould like to see the mouse pointer change it's shape over hotspots or 
> pickable objects to show the user the ability to pick something here. Also a 
> little popup bubblehelp may be nice. Is it much work to implement something 
> like this? Or is it probably already in and I am to blind to see?
> 

Good idea. Also, perhaps we should agree on a convention for how this
will be used before we end up with a bunch of different methods.

For instance, should a single left click toggle a switch, or should a
right click always turn it on, and a left click always turn it off.
Should dials, trim wheels and levers respond to buttons four and five (I
personally think that this is a Good Idea). And what about three
position switches and dials that can also be pushed like a button?
Button one to push, four and five to turn? Then there is the dreaded
"turn to change A, push and turn to change B." Perhaps again use button
one to push and four and five to turn.

If AC authors can't come up with a convention, we will be spending a lot
of time on the users list explaining how to use switches to new users.

Josh

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Re: [Flightgear-devel] Aircraft maintainers sought

2007-01-05 Thread Josh Babcock
leee wrote:
> Hi all,
> 
> due to a combination of reasons it's very unlikely that I'll be doing any 
> more 
> FG work in the foreseeable future.  if any one wants to pick up and maintain 
> any of the aircraft I've started please feel free to do so.
> 
> Mind you, you'll have your work cut out - they're all broken to some degree 
> atm.
> 

I will of course look after the Canberra. Hope to have you back soon.

Josh

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[Flightgear-devel] setlistener oddity

2006-12-23 Thread Josh Babcock
I have a setlistener that is behaving oddly. There are four basically
identical ones, only difference being that the one listening to
/instrumentation/marker-beacon/middle does not trigger. All the nodes
are defined in the same place and way, and the listeners are set at the
same time. Everything is run under an global init that is triggered by a
settimer. I have no idea why this one is not working. I think you can
just replace the jrb-usn.nas in CVS with this file.

http://jrbabcock.home.comcast.net/flightgear/ch53e/jrb-usn.nas
grep for FIXME HERE

Josh

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Re: [Flightgear-devel] Fw: Re: Does the wiki. flightgear.org still exist? Why can't ope n the webpage?

2006-12-20 Thread Josh Babcock
tangyong wrote:
> I access the wiki.flightgear.org from  Chengdu,a southwest city of China 
> mainland.I tried it again,but I failed.
> 
> 
>

Ha, we must have written something subversive! Maybe if we include a few
quotes from the little red book they will let us back through the firewall.

Josh

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Re: [Flightgear-devel] Low poly Aircraft models

2006-12-16 Thread Josh Babcock
Dene wrote:
> Hi,
> A question for aircraft developers, everyone enjoys flying high poly 
> models...the screen shots look great! How hard would would it be to 
> save/export/what ever, low poly versions for use as statics? as you 
> might gather I know nothing of the model development cycle so am asking 
> the question ...would it be a simple "save as low poly" or a total 
> ground up redevelopment?

My intention is to start making my planes with pretty aggressive LOD.
This will help frame rates, but not memory usage. I can also start
exporting the low LOD versions separately as static models. I have no
idea when I will get around to this, but I do intend to do it.

Josh

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Re: [Flightgear-devel] osg, libgif and debian sid

2006-12-14 Thread Josh Babcock
Martin Spott wrote:
> Josh Babcock wrote:
>> I'm having trouble with OSG and debian's giflib3g-dev package.
> 
> Use 'libungif4-dev'   or something similar,
> 
> Martin.

I tried, but dpkg wanted to uninstall lots and lots of other software,
including aterm. I didn't feel like untangling the dependency tree.

Josh

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Re: [Flightgear-devel] osg, libgif and debian sid

2006-12-14 Thread Josh Babcock
Vivian Meazza wrote:

> 
> You don't need gif stuff for FlightGear- just remove all references to it.
> 

Yup, that did the trick.

Josh

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[Flightgear-devel] osg, libgif and debian sid

2006-12-14 Thread Josh Babcock
I'm having trouble with OSG and debian's giflib3g-dev package.
When I try to compile OSG, i get the following error. Has anyone else
seen this? If not, I will take it to the OSG list. I am compiling the
version in OSG_OP_OT-1.2-Flightgear.tar.gz

Josh

make[4]: Entering directory
`/usr/local/src/OSG_OP_OT-1.2-Flightgear/OpenSceneGraph/src/osgPlugins/gif/Linux32.Opt'
g++  -O2 -W -Wall -fPIC -pipe -I../../../../include
-I/usr/local/include -I/usr/freeware/include  -c ../ReaderWriterGIF.cpp
../ReaderWriterGIF.cpp: In function 'int gif_read_stream(GifFileType*,
GifByteType*, int)':
../ReaderWriterGIF.cpp:138: error: 'struct GifFileType' has no member
named 'UserData'
../ReaderWriterGIF.cpp: In function 'unsigned char*
simage_gif_load(std::istream&, int*, int*, int*)':
../ReaderWriterGIF.cpp:163: error: 'DGifOpen' was not declared in this scope
make[4]: *** [ReaderWriterGIF.o] Error 1
make[4]: Leaving directory
`/usr/local/src/OSG_OP_OT-1.2-Flightgear/OpenSceneGraph/src/osgPlugins/gif/Linux32.Opt'
make[3]: *** [osgdb_gif.so.opt] Error 2
make[3]: Leaving directory
`/usr/local/src/OSG_OP_OT-1.2-Flightgear/OpenSceneGraph/src/osgPlugins/gif'
make[2]: *** [default] Error 1
make[2]: Leaving directory
`/usr/local/src/OSG_OP_OT-1.2-Flightgear/OpenSceneGraph/src/osgPlugins'
make[1]: *** [default] Error 1
make[1]: Leaving directory
`/usr/local/src/OSG_OP_OT-1.2-Flightgear/OpenSceneGraph/src'
make: *** [default] Error 1

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Re: [Flightgear-devel] nasal problem

2006-12-13 Thread Josh Babcock
Melchior FRANZ wrote:
> * Josh Babcock -- Wednesday 13 December 2006 17:51:
>> When I include this nasal file in my ch53e-set.xml file I get an
>> infinite loop. I don't know why, is there a listener attached to
>> controls/lighting/panel-norm somewhere?
> 
> Nasal listeners are designed to refuse recursion. It's more likely
> that the called function does something silly.


Well, I fixed it by putting the init function at the end of the file,
and calling the setlistener from within init(). No change to the called
function. No idea why this works, but it does. I'm sure someone will
explain it to me :)

Josh

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[Flightgear-devel] nasal problem

2006-12-13 Thread Josh Babcock
When I include this nasal file in my ch53e-set.xml file I get an
infinite loop. I don't know why, is there a listener attached to
controls/lighting/panel-norm somewhere? Am I missing something?
Commenting out the setlistener makes the problem go away, and I can call
the function from a settimer call with no problem.

Josh

Here's the code:
http://jrbabcock.home.comcast.net/flightgear/interior-lights.nas

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Josh Babcock
Heiko Schulz wrote:
> O.k
> 
> I understand what you mean - well you can see it from
> both sides: a better collision detects ( and I don't
> mean the cows) in opposite to something that has in
> the real world a bad aftermath.
> 
> But If Flightgear want to be realistic, and we want
> aircrafts showing us what happen when you do something
> wrong you can't close your eyes about this.
> 

There are a lot of objects that are explicitly excluded from collisions
in the Plib version, and for good reason. For instance, do you want to
crash when a light halo from one of your nav lights intersects with the
ground?

Josh

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Re: [Flightgear-devel] nasal hash question

2006-12-07 Thread Josh Babcock
Andy Ross wrote:
> Josh Babcock wrote:
>  > foreach(light; lights) {
>  >propertyPath = 'some/path/'~light;
>  ># do magic to the hash lightNodes here
>  ># So that a node linked to propertyPath
>  ># with a key of light gets added to lightNodes
>  > }
> 
> The hash/vector index expression is an lvalue that can be assigned as
> well as inspected.  So it's just:
> 
>foreach(light; lights) { lightNodes[light] = propertyPath; }
> 
> Andy
> 

Yeah, I got confused by another error I made. The problem was that I was
trying to reference a vector like a hash. Once I defined the hash
properly it started to work. I just forgot to say so here :(

Josh

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[Flightgear-devel] nasal hash question

2006-12-06 Thread Josh Babcock
How do I populate a hash in a foreach loop? I have a vector of about a
hundred object names and I want a hash of property nodes with the key
for each being  the object name, and the node tied to a property like so:

lights = ['blinky1, 'blinky2'];

turnOn = func(someNode) {
# do some stuff with someNode
}

foreach(light; lights) {
propertyPath = 'some/path/'~light;
# do magic to the hash lightNodes here
# So that a node linked to propertyPath
# with a key of light gets added to lightNodes
}

# Then I can pick a node out of lightNodes by knowing the name of the
# object it deals with.
turnOn(lightNodes['blinkey1']);

I should probably also make a new method for props.Node if I can to
avoid mixing a procedural function and a node, but this will work for now.

Josh

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Re: [Flightgear-devel] [Fwd: Re: more weirdness]

2006-12-04 Thread Josh Babcock
Melchior FRANZ wrote:

> Does anyone have objections to the whole idea? Or not understand
> what it's good for? Or better suggestions for "omit-node"?
> 
> m.

This seems like a very good solution from a model builder's point of view.

Josh

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Re: [Flightgear-devel] [Fwd: Re: more weirdness]

2006-12-04 Thread Josh Babcock
Melchior FRANZ wrote:
> * Melchior FRANZ -- Monday 04 December 2006 15:10:
>> * Josh Babcock -- Monday 04 December 2006 14:35:
>>> 
>> The question here is: is this valid XML?
> 
> Apparently not:
> 
>   $ xmllint foo.xml
>   foo.xml:3: parser error : Attribute foo redefined
>   
> 
> m.
> 

Right, I guess I wasn't clear. This had come up before and someone had
made it clear that you can't have multiple attributes of the same name
in an element.

Josh

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[Flightgear-devel] [Fwd: Re: more weirdness]

2006-12-04 Thread Josh Babcock
So Melchior found what is either a bug or a feature. Here's the
background. I broke my model animation code into several separate xml
files that were serially included as a chain. In the last file I noticed
that the first 78 animations were being ignored (actually overwritten by
it's parent files). Then I asked for help. See Melchior's explanation
(attached). For now I will just use explicit numbering.

Perhaps the include="" parameter should be two different ones, merge=""
and append=""? While we are on the subject, I would also like to suggest
that it be possible to include more than one file from a parent file.
Perhaps what is called for is to have  and  elements that
can be added inside an xml file an arbitrary number of times. The merge
element would use the current behavior, except allowing several files to
be merged in one spot instead of just one. The append element would do
the same, except instead of assuming that the implied index count starts
at zero at the beginning of the file, it would pick where the parent
left off.

The alternatives, individually numbering  (or whatever)
elements  or lumping everything together in a tens of thousands of lines
of xml both make developing complicated models more difficult than it
has to be.

e.g.


becomes:

  
foo.xml
  
  


Also keep in mind that the xml parser will not accept the following

leading to awkward chains of files each including only one child.

Josh

PS, Melchior just suggested an  element which would include a
file's contents at that particular spot. This alone would probably be a
suitable solution. I guess the imported file would not have to contain a
valid , just a block of xml to be spliced into the file.
This seems to be a simpler.

--- Begin Message ---
* Melchior FRANZ -- Monday 04 December 2006 13:13:
> And I'm not sure yet if it's a bug or a feature [...]

I'm afraid it's an obscure feature. The "include" tag in

  

doesn't *add* that stuff, but it *merges* it! Because your
included s don't have explicit indices, the first
 in each of the four *.xml files has implicit index=0,
and they are all thrown together. You get a nicety like this
for the first :

  
noshadow
Cockpit
sim/model/ch53e/materials/Warn.1antiice

  emission/red
  emission/green
  emission/blue

/sim/model/ch53e/instrument-pos/ADFFreqDisp1
36
0

  0
  1
  0


  4.045
  0.737

FooRotor
FooTailRotor
  

... which does, of course, not make a lot of sense. I doubt
that a "fix" for the XML loader would be very welcomed. The
right thing to make this work, is to assign explicit indices
in all include files (the top file doesn't need them):

in ch53e-body-anim.xml, for example:

  ...
  ...

The number is irrelevant, it just needs to be unique.
Or you put everything into the same file (as everybody
else does). Or you suggest an alternative "import" feature
on the devel list.

m.

--- End Message ---
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Re: [Flightgear-devel] Airfoil bending and geometry animation

2006-12-04 Thread Josh Babcock
AJ MacLeod wrote:
> On Sunday 03 December 2006 11:56, Mathias Fröhlich wrote:
>> But yes. I am thinking about such a thing.
>> I believe that I can't resist to implement that with a vertex shader, even
>> if this will not work on any machine. But this will be probably the fastest
>> approach I can think of.
> 
> Great :-)
> 
>>> Also "Rigs of Rods", built on OGRE, features a fully deforming aircraft
>>> (Antonov of some sort IIRC) along with the trucks which it focusses on.
>> Oops!
>> I did not have it this far in mind.
>> Do we need that?
> 
> Well, probably not... it might be "nice" of course, but probably over the top 
> for now.  Really I only mentioned it as an example of a sim where bending is 
> already shown...  There are lots of places where a simpler morph animation 
> would be a very useful addition though.
> 
> Cheers,
> 
> AJ
> 

This brings up the question of whether flutter and other mechanical
phenomenon are worth simulating. Flutter is a pretty big deal in some
aircraft. There are also aircraft that experience roll control reversal
at certain airspeeds due to torque induced wing twist.

Josh

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Re: [Flightgear-devel] FlightGear and Google Earth, again.

2006-12-03 Thread Josh Babcock
Rob Oates wrote:
> That's pretty slick! I hope flightgear's terrain engine will eventually
> allow for streaming textures.
> 

I'd be happy with render to texture. It would make glass cockpits and
moving maps a real possibility. Though it is hart to argue with
in-flight movies.

Josh

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Re: [Flightgear-devel] Ads by Google .... on the FlightGear main web page

2006-11-29 Thread Josh Babcock
Martin Spott wrote:
> Curt,
> 
> I honour the fact that hosting the FlightGear servers costs you areal
> money and that a common way to fund this is by placing advertising on
> the web pages. This is ok for me as long as the ads somehow relate to
> the FlightGear project.
> 
> Today my browser was redirected from the large frame just right to the
> "Announcements" column to the following page:
> 
>   http://www.microsoft.com/germany/diefakten/default.mspx
> 
> Does Google Ads really offer _so_ much money that it justifies this
> obtuse propaganda at a prominent place on the FlightGear site ? I
> heavily doubt !
> 
> Cheers,
>   Martin.

Heh, I'm not sure that was money well spent on their part.

Josh

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Re: [Flightgear-devel] Forums?

2006-11-29 Thread Josh Babcock
Jon Stockill wrote:
> Stuart Buchanan wrote:
> 
>> So, my tuppence worth:
>> - Have a structure user forum, and possibly wind down the -user list in
>> the future.
> 
> I'd disagree - if anything you should create another mailing list to 
> gate the forum messages to.
> 
Of course, at some point in the future *that* mailing list will have to
be migrated to its own forum :)

Josh

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Re: [Flightgear-devel] Forums?

2006-11-29 Thread Josh Babcock
Curtis Olson wrote:
> On 11/28/06, Ron Jensen <[EMAIL PROTECTED]> wrote:
>>
>> And this is the biggest argument against forums.  They're only
>> accessable when the server is up
> 
> 
> This is similar with email lists ... you can only post and receive postings
> when the list server is running and configured correctly, and
> unfortunately,
> sourceforge seems to have more than it's fair share of downtime and issues.
> 
> 
>> and its impossible to archive them locally.
> 
> 
> That is true, but the posts get indexed and archived by google, and we all
> trust google with our lives, right? :-)
> 
> Curt.
> 

I disagree. I use my local archive of e-mail as a reference all the
time. I only go to the web to search the complete archives when I can't
find what I am looking for locally.

Josh

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Re: [Flightgear-devel] turn indicator

2006-11-27 Thread Josh Babcock
Torsten Dreyer wrote:
> /instrumentation/turn-coordinator/indicated-turn-rate looks like -1 is a 2 
> minute turn left and +1 is a 2 minute turn right.
> 
> Torsten
>> What value for the turn indicator property corresponds to a two minute
>> turn? I can't figure it out from the code, or google.
>>

Thanks, that's what I suspected, but I wanted to check.

Josh

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[Flightgear-devel] turn indicator

2006-11-26 Thread Josh Babcock
What value for the turn indicator property corresponds to a two minute
turn? I can't figure it out from the code, or google.

Josh

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Re: [Flightgear-devel] gear strut compression animation

2006-11-23 Thread Josh Babcock
Dave Perry wrote:
> Roberto Inzerillo asked if anyone was working on gear strut compression
> animation.  I spent two evenings adding this to the pa24-250 model for
> all three gear including animation of the scissors that keep the fork
> aligned.
> 
> The required computation was done in Nasal.  It include solving the
> nonlinear equation
> 
>   (H - C)/2L = sin(phi - theta)
> 
> for theta (the rotation angle of the links of the scissors in radians)
> 
> where
> 
>   phi = angel between link and perp. to the strut (radians)
>   H = dist. in meters between top link attach and bottom
>   link attach
>   C = /gear/gear[i]/compression-m
>   L = length of links
> 
> To make the computation efficient (it is in the main nasal loop), I used
> the 4th order Taylor series for sin() and two iterates of Newton's
> method to solve for theta giving the simple rational expression
> 
>   theta = phi - 2a/3 -a/3((1-a^2)
> 
> where a= (H - C)/2L
> 
> I will submit this to CVS after I complete some other model clean-up
> later today.  Here is a snipit from the nasal file:
> 
> ##
> #  Save the angle the nose gear scissors links rotate due to nose gear
> strut compression
> ##
> #  Nose gear oleo strut extended length in m
> h0 = 0.202;
> #  Nose gear sczor length in m
> L0 = 0.134;
> phi0 = 0.8537;
> 
> comp = getprop("gear/gear[0]/compression-m");
> a = (h0-comp)/(2*L0);
> #   Use 2 iterates of Newton's method and 4th order Taylor series to
> approximate theta0 where sin(phi - theta0) = a
> theta0 = phi0 - 2*a/3 - a/(3*(1-a*a/2));
> 
> Hope others can use this.
> 

It would be handy to have this abstracted in the $FG_ROOT/Nasal
directory so that it could just be called once for each oleo. h0, L0 and
phi0 would have to be saved as properties for the function to read, but
it would be much easier for subsequent model builders to use that way.

Josh

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Re: [Flightgear-devel] populating scenery

2006-11-18 Thread Josh Babcock
Georg Vollnhals wrote:
> Ioan Suciu schrieb:
>> what's wrong with this line?
>>
>> OBJECT_SHARED Models/fgfsdb/tower-unstayed-200m-striped-unlit.xml
>> 026.038404 44.442165 100 0
>>
>> the object exists, there are no errors on the text window ot startup
>> but the tower is not there.
>> when i didn't find it just flyng around i positionated the ufo et
>> exact coordonates and nothing.
>>
>> i added this is the sama file where i put other object and i can find
>> that objects. ? what's wrong?
>>
>> and Jon, i will contribute with the locatonions.. and some 3d objects
>> i have done.. but when i'l finish to recreate the sorundings of the
>> airports around my city. (bucharest) or, if i'm not redy by then, when
>> you will request them for bulding the scenery for next release.
>>
>>
>> IS
>>
>>   
> Hi Ioan,
> I placed the object in file in /e020n40/e026n44/3383704.stg and it
> showed up *WITHOUT* terrain data installed - so no ELEVATION above
> sealevel can hide the object!
> Take the UFO and fly subearth, you might find the object hidden in the
> earth if your elevation data for the object !!! is not set correct in
> the STG-file.
> To verify, I am just downloading the terrain data from the server - but
> with very low speed due to connection - 62 KB/sek now.
> Regards
> Georg EDDW

Yes, many generic objects have their top at the origin. This is one of
them. To place them, you need to add the terrain level plus the height
you want the object to have. This allows the same model to be used for
different height buildings, towers, etc.

PS, thanks for using my model!

Josh

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Re: [Flightgear-devel] random cow objects

2006-11-16 Thread Josh Babcock
Vadym Kukhtin wrote:

> I see this almost my 2nd flight (guess where)
> http://img135.imageshack.us/img135/8718/fgfsscreen031hj1.jpg
> 


I wonder how tall a fence you need to keep them off the field?

Josh

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Re: [Flightgear-devel] New OSG version - new feedback

2006-11-15 Thread Josh Babcock
Georg Vollnhals wrote:

> http://home.arcor.de/vollnhals-bremen/OSGTst/fgfs-screen-042.jpg
> http://home.arcor.de/vollnhals-bremen/OSGTst/fgfs-screen-044.jpg
> 


When you crash the bo105, you get a cow. When you crash the seneca, you
get a ghost plane.

Josh

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Re: [Flightgear-devel] OSG Performance on WIndows

2006-11-08 Thread Josh Babcock
Curtis Olson wrote:
> On 11/8/06, Lou Sanchez-Chopitea <[EMAIL PROTECTED]> wrote:
>>
>> Hi,
>> John Wojnaroski wrote:
>>
>> >If this had been a commercial development and the product had been
>> >released in this state,  we would all be updating our resumes at this
>> >point...
>> >
>> >
>> If this had been a commercial product, it would have been released
>> from the plib branch, after a suitable period of stabilization (not
>> feature development).
> 
> 
> 
> If this had been a commercial product we would have gone bankrupt and
> packed
> it in about 10 years ago ... :-)
> 
> Curt.
> 
> 

Not me man, I've been embezzling. Let's see, .01% of FG profits secretly
deducted every week over several years is ... oh, wait. Never mind.

Josh

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Re: [Flightgear-devel] Bo105, the different helicopter

2006-11-03 Thread Josh Babcock
Maik Justus wrote:
> Hi,
> 
> today I found some old videos (I saw long time ago on TV) about the 
> maneuverability of the bo105. Worth to see... (We need more trees in 
> flightgear)
> 
> http://www.youtube.com/watch?v=nKPREi3TGXw&mode=related&search=
> http://www.youtube.com/watch?v=IgYi0hmgWbs&mode=related&search=
> http://www.youtube.com/watch?v=hYlWEoN3mhU&mode=related&search=
> 
> Maik
> 
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> 

Aw, man! Dig that funky disco rhythm!

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[Flightgear-devel] a320 repaint howto

2006-10-14 Thread Josh Babcock
http://www.newlaunches.com/archives/painting_an_airbus_a320.php

Josh

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[Flightgear-devel] joysticks and the new helo code

2006-10-09 Thread Josh Babcock
First, let me say that I finally had time to seriously try out the new
helo code (five words: Four Credits of Cell Biology) and I love it. The
big problem though is that to have any decent control with my joystick,
I had to set roll and pitch to linear axes, not squared ones. Is anyone
working on a mechanism to set squared to false for those two axes if the
current a/c is a helo? I think I saw this here before, but I'm not sure
of thee status.

Josh

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Re: [Flightgear-devel] FlightAware flight tracking

2006-10-06 Thread Josh Babcock
Frederic Bouvier wrote:
> Selon "Curtis L. Olson":
> 
>> Frederic Bouvier wrote:
>>> Quoting Vassilii Khachaturov :
>>>
>>>
> It looks like a breach of individual's privacy to me. You can track
> people's travel ( owner names are apparent ) and I doubt it would be
> permitted this side of the Atlantic.
>
 in this particular case the FAA tail number registry gives a charter
 company flying exec jets. No client names disclosed.

>>> Not true when people are flying their own plane. Here a counter example :
>>> http://flightaware.com/resources/registration/N555CA
>>>
>>> And don't tell me a PA28 is an airliner ;-)
>> I think there is some gray area here.  When you drive your car, you post
>> your license plate # in plain and easy view both front and back.  An
>> airplane will also have it's registration number prominently displayed
>> for all to see, and you need to transmit your identity and location in
>> order for ATC to track you and maintain the safety of everyone in the
>> airspace.
>>
>> When you enter the airspace (or the roadways) you give up some of your
>> privacy and freedoms and agree to play by a common set of rules ...
>> usually for the sake of safety, or the environment, or justified for
>> some greater common good.
> 
> As far as I know, there is no mean for the public, to link a plate # to a
> owner's name. It is illegal here.
> 
>> I don't know what the correct answer is for this particular case, and
>> being able to go back and lookup a complete history of a private pilot's
>> travels (start, destination, times, dates, etc.) seems like it could be
>> a little over the line.
>>
>> The ability of computers to collect and index and sort and preserve
>> massive amounts of public information creates definite privacy issues.
>> Where as before you were protected by being a needle in a haystack and
>> an observer has to watch you fly over to get any public data on you, now
>> anyone can specifically lookup all public data about your flights, and
>> the sum of that public data might be infringing on your privacy rights.
>> Interesting debate. :-)
>>
>> The gov't could track how well you hold your heading, altitude, and
>> speed, and revoke the licenses of the bottom 10% every year ... there's
>> all kinds of fun stuff you could do with this data. :-)
> 
> It is normal that public agencies ( police dept, justice, Aviation authorities
> ... ) can make a link between tail or plate # and identities, just to enforce
> regulations and play their role, as long as they don't make 'Big Brother Is
> Watching You' their creed. My concern is that Joe Public is able to get this
> kind of informations.
> 

In most states in th US car registrations are public information. Where
they are not, a private investigator can usually get them anyway.

Josh

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Re: [Flightgear-devel] FlightAware flight tracking

2006-10-05 Thread Josh Babcock
Curtis L. Olson wrote:
> Frederic Bouvier wrote:
>> Quoting Vassilii Khachaturov :
>>
>>   
 It looks like a breach of individual's privacy to me. You can track
 people's travel ( owner names are apparent ) and I doubt it would be
 permitted this side of the Atlantic.
   
>>> in this particular case the FAA tail number registry gives a charter
>>> company flying exec jets. No client names disclosed.
>>> 
>> Not true when people are flying their own plane. Here a counter example :
>> http://flightaware.com/resources/registration/N555CA
>>
>> And don't tell me a PA28 is an airliner ;-)
> 
> I think there is some gray area here.  When you drive your car, you post 
> your license plate # in plain and easy view both front and back.  An 
> airplane will also have it's registration number prominently displayed 
> for all to see, and you need to transmit your identity and location in 
> order for ATC to track you and maintain the safety of everyone in the 
> airspace.
> 
> When you enter the airspace (or the roadways) you give up some of your 
> privacy and freedoms and agree to play by a common set of rules ... 
> usually for the sake of safety, or the environment, or justified for 
> some greater common good.
> 
> I don't know what the correct answer is for this particular case, and 
> being able to go back and lookup a complete history of a private pilot's 
> travels (start, destination, times, dates, etc.) seems like it could be 
> a little over the line.
> 
> The ability of computers to collect and index and sort and preserve 
> massive amounts of public information creates definite privacy issues.  
> Where as before you were protected by being a needle in a haystack and 
> an observer has to watch you fly over to get any public data on you, now 
> anyone can specifically lookup all public data about your flights, and 
> the sum of that public data might be infringing on your privacy rights.  
> Interesting debate. :-)
> 
> The gov't could track how well you hold your heading, altitude, and 
> speed, and revoke the licenses of the bottom 10% every year ... there's 
> all kinds of fun stuff you could do with this data. :-)
> 
> Curt.
> 

Sounds like a good reason to fly VFR. I wonder if they have considered
the safety implications of this. I know in the US you can request that
ATC watch you while you are flying VFR, but I don't know if you need to
give your tail number when you do. I would guess that you do.

Josh

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Re: [Flightgear-devel] 3D model for Eurocopter Ec 135

2006-10-04 Thread Josh Babcock
Maik Justus wrote:
> Hi Heiko,
> 
> interesting link.
> I think I have to improve the rotor simulation to cover rotors with 
> different airfoils along the blade.
> But first we need the drag/lift curves for these airfoils. My short 
> search at the web was not successful.
> I am a little bit surprised, that the ec135 uses the same airfoil than 
> the tiger. Several years ago a eurocopter test pilot of the tiger told 
> me, that the tiger is nearly not capable to autorotate. It's not 
> impossible, but he told it's rather sporty and it's not unlikely to 
> damage the helicopter. I think they want to avoid overspeed of the rotor 
> at extreme flight attitudes and therefore the rotor does not speed up in 
> autorotation. This is in agreement with his statement, that it is not 
> possible to damage the tiger while in flight.
> But I expect the ec135 to be able to autorotate. Maybe the twisting is 
> different? (But I heard, that the enignes would be damaged, if you train 
> autorotation, and therefore the ec135 for the german Heeresflieger 
> ("army") got a modification to be capable to train autorotation).


It's a very common EMS helicopter here, and I think in Europe as well. I
can't see an EMS agency or company buying a helo without good
autoratation capabilities. EMS is one of the most dangerous types of flying.

Josh

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Re: [Flightgear-devel] Update of as350, bell206 and ch47

2006-09-27 Thread Josh Babcock
Maik Justus wrote:
> Hi,
> 
> I have updated the three "old" helis as350 (Ecureuil/A-Star), bell206 
> (Jet Ranger) and ch47 (Chinook). All three are using the 3D model of the 

Hmm, these all seem to require huge amounts of aft trim to hover now.

josh

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Re: [Flightgear-devel] How does one edit the front page of the "new wiki"?

2006-08-27 Thread Josh Babcock
Simon Hollier wrote:
> On 8/27/06, *Josh Babcock* <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
> 
> Simon from wrote:
> > On 8/27/06, *Chris Metzler* <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>
> > mailto:[EMAIL PROTECTED]>>>
> wrote:
> >
> >
> > How does one edit the front page of what's apparently now the
> official
> > new wiki?  A document of mine was added to it with the wrong
> title, and
> > filed in the wrong category on the front page.
> >
> > -c
> >
> >
> > Chris,
> >
> > Due to a spam bot problem, it was decided to require accounts with
> > confirmed email addresses before being allowed to edit the wiki.  I
> > suppose that needs to be made more clear.  If you don't want to do
> that,
> > I'd be happy to make the change for you.  Just send me an email
> with the
> > name or change you'd like.
> >
> > Simon
> 
> Well, I have one of those, and I can't edit the front page either. Only
> the pages off the front page.
> 
> 
> Does the edit link not appear in the upper left or does it give you an
> error message? 
> 
> Is anyone else having this problem aside from those who have
> successfully edited the main page?
> 
> Simon

I missed that. I was looking for the other interface, where the edit
links are next to the content.

Josh

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Re: [Flightgear-devel] How does one edit the front page of the "new wiki"?

2006-08-27 Thread Josh Babcock
Simon from wrote:
> On 8/27/06, *Chris Metzler* <[EMAIL PROTECTED]
> > wrote:
> 
> 
> How does one edit the front page of what's apparently now the official
> new wiki?  A document of mine was added to it with the wrong title, and
> filed in the wrong category on the front page.
> 
> -c
> 
> 
> Chris,
> 
> Due to a spam bot problem, it was decided to require accounts with
> confirmed email addresses before being allowed to edit the wiki.  I
> suppose that needs to be made more clear.  If you don't want to do that,
> I'd be happy to make the change for you.  Just send me an email with the
> name or change you'd like.
> 
> Simon

Well, I have one of those, and I can't edit the front page either. Only
the pages off the front page.

Josh

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[Flightgear-devel] UFO scenery question

2006-08-25 Thread Josh Babcock
I'm looking around in the UFO files, and I can't find where the modifier
keys for the up/down/left/right keys are defined. I already have those
keys defined globally with the ctrl modifier for my WM, and I wanted to
make a local edit of the ufo to fit my installation.

Josh

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[Flightgear-devel] Patch for time

2006-08-25 Thread Josh Babcock
Here's a patch for time.cxx and time.hxx that exports a little more
useful information than before. This should make some material
animations a bit more sensible. I would appreciate it if someone could
put it into CVS.

http://jrbabcock.home.comcast.net/flightgear/time.diff

Josh

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Re: [Flightgear-devel] OT: Blueprint for Disaster: The Crash at Eschede

2006-08-23 Thread Josh Babcock
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).
> 

Now I hope you learned not to play with matches :)

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

2006-08-22 Thread Josh Babcock
Ampere K. Hardraade wrote:

> http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_15286
> 
> The article also points out another thing: do not use textures unless 
> necessary.
> Which is what I always say. ;-)
> 


That article is for Director 3D, not OpenGL. That does not necessarily
mean it is also true for OpenGL, let alone all OpenGL hardware
implementations. Everything else I have ever read about OGL
implementations tells me that textures are a more efficient way to add
visual data to a model. Granted, alpha channels do put a big performance
hit on some cards.

Josh

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Re: [Flightgear-devel] B52 around the earth flight

2006-08-14 Thread Josh Babcock
Julien Pierru wrote:
> I was loaded with nukes, first sign of aggression and i was going to
> make new giant parking lots over libya and Vietnam, ;-P.
>

Ohh! Ohh! With the self lighting glass floor?

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Re: [Flightgear-devel] B52 around the earth flight

2006-08-14 Thread Josh Babcock
Julien Pierru wrote:
> I successfully flew around the earth with the B52, following the

Wow, how'd you avoid getting shot down over Libya and Vietnam? They must
be putting some pretty good ECM in those things these days:)

Josh

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Re: [Flightgear-devel] Question: Is there a big mistake on the Bo 105 flightmodell ?

2006-08-11 Thread Josh Babcock
Maik Justus wrote:

> I think, the most important thing is a joystick without springs. Maybe 
> some friction would help as well. It must not be an expensive one. My 

I agree. I cut down the centering spring on my Cyborg-3D and it feels
much nicer now.

Josh

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[Flightgear-devel] DATCOM+

2006-08-09 Thread Josh Babcock
OK, so I am taking a swing at the B-47 with DATCOM+. I have a few
questions about the input definitions:

What are sensible mach/alt pairs to use? I am assuming that sea level
and approach speed are one, and cruising speed and altitude are another.
What else? Do I even need to define more than one?

In the BODY section, will it use ZU and ZL to calculate the area if I
give it R, or do I need to specify S to get good area rule calculations?


More questions to follow ...

Josh


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Re: [Flightgear-devel] autosave.xml -- aircraft specific settings

2006-08-09 Thread Josh Babcock
Melchior FRANZ wrote:
> * Josh Babcock -- Wednesday 09 August 2006 20:16:
>> My point was that if you automatically store everything in
>> /sim/model/ you may grab a lot of stuff that doesn't need to be
>> stored. We need a way to designate what gets stored and what doesn't.
> 
> I was actually suggesting the autosave.xml method. No, it shouldn't
> save all in /sim/model/, and yes, there would be a designator,
> one that exists *already*:
> 
>   
>   
>   
>   0
>   ^^^
> Just try that, and you'll find the settings in autosave.xml, written
> on exit. This seems much saner than saving each aircraft's data in an
> extra file.
> 


Ah, that seems like a very good way to do it.

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Re: [Flightgear-devel] autosave.xml -- aircraft specific settings

2006-08-09 Thread Josh Babcock
Melchior FRANZ wrote:
> * Josh Babcock -- Wednesday 09 August 2006 20:03:
>> Melchior FRANZ wrote:
>>> getprop("/sim/fg-home")~"/"~aircraft_name~".xml", that is:
> 
>> Well, I already use /sim/model// for aircraft specific stuff just
>> to keep things neat.
> 
> Yes, it's a kind-of standard.
> 
> 
> 
>> For that reason I like the latter idea, though i would use something
>> more descriptive like /sim/ac-saved-states/~b29. Home sounds to me like
>> you are talking about people, not planes.
> 
> Huh? Is this supposed to be a path on the hard-disk? You are aware that

I thought you were talking about an alternative path in the property
tree. I really have no preference where on the disk the info is stored.
My point was that if you automatically store everything in
/sim/model/ you may grab a lot of stuff that doesn't need to be
stored. We need a way to designate what gets stored and what doesn't.

Josh

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Re: [Flightgear-devel] autosave.xml -- aircraft specific settings

2006-08-09 Thread Josh Babcock
Melchior FRANZ wrote:
> * Melchior FRANZ -- Wednesday 09 August 2006 19:09:
>> I think we should also save aircraft specific settings
>> in this file 
> 
> An alternative would be to save aircraft specific stuff in
> getprop("/sim/fg-home")~"/"~aircraft_name~".xml", that is:
> each aircraft saves its settings in its own file. Would this
> be better?
> 

Well, I already use /sim/model// for aircraft specific stuff just
to keep things neat. I only put stuff outside there when I am dealing
with a system that already has a place, like instruments. Most of my
stuff however should not be saved.

For that reason I like the latter idea, though i would use something
more descriptive like /sim/ac-saved-states/~b29. Home sounds to me like
you are talking about people, not planes.

Josh

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Re: [Flightgear-devel] YASim fixes from Maik / compatibility warning

2006-08-07 Thread Josh Babcock
Lee Elliott wrote:

> 
> Reading the comments in the commits, I think it will help 
> things...
> 

The B-29 seems OK.

Josh

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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-01 Thread Josh Babcock
Lee Elliott wrote:

> dearth of good info on the YF-23 when I originally did it.  I 

Should you find a moment, I feel that I should point this out:
http://www.flight-manuals-on-cd.com/YFN.html

Josh

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Re: [Flightgear-devel] moving hotspots?

2006-08-01 Thread Josh Babcock
Sexauer, Steve wrote:
> Is it possible to have hotspots on moving objects like the stick &
> throttle?


Not currently, but it sure would be nice.

Josh

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[Flightgear-devel] YASim weights

2006-07-04 Thread Josh Babcock
Perhaps yasim weight elements should accept size-prop as an argument as
well as weight-prop. This way an external cargo dialog could let the
user specify how big an external load is.

Josh

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Re: [Flightgear-devel] actual status of rotor-simulation, was: Re: YASim vstab question

2006-07-04 Thread Josh Babcock
Maik Justus wrote:

> The diff between the cvs and my debug version is:
> 
> - calculation of the rotor in different segments (with a 
> "twist"-Parameter) (but only in four directions (front, back, right, left)
> - rather realistic calculation of consumed power (and therefore you can 
> autorotate)
> - ground-effect and translational lift
> 
> Missing:
> - stall (but calculated on paper)
> - interface to yasim engines
> - downwash effect on stabs and fuselage (but calculated on paper)
> - vortex-state (I have an Idea how to simulate, but I don't know if it 
> is realistic)
> - calculation of the rotors at more than the four directions

Very cool. Will forward flight cause wings to exert a force on the
aircraft? A lot of helos use vertical stabs for anti-torque at speeds,
and some use horizontal stabs to bring the pitch moments more in balance
in forward flight. It's my understanding that this is currently missing.

josh

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Re: [Flightgear-devel] CH53 main rotor not producing any torque.

2006-07-04 Thread Josh Babcock
Maik Justus wrote:
> Hi Josh,
> 
> yes, it's a bug. on variable is not initialized, and therefore this 
> effect can happen (depending on compiler and the situation in the memory).
> Please add
> _no_torque=0;
> to
> Rotor::Rotor() 
> in source/src/FDM/YASim/Rotor.cpp
> (it's the first function in the file)
> 
> ...and increase forceatpitch_a for the tail-rotor.
> 
> 
> Maik
> 
> Josh Babcock schrieb:
>> Maik,
>>
>> This helo def does not seem to be producing any main rotor torque. I
>> commented out the tail rotor, and no spinning. Turning notorque on or
>> off seems to make no difference. I was originally clued in when I
>> noticed that whatever changes I made to the file I always seemed to have
>> the tail rotor at about zero pitch. Any idea what is wrong here?
>>
>> Josh
>>   
> 
> 
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> 

OK, much better. I knew about this bug, but for some reason I though it
was usually intermittent. My problem happens every time, and I got it
into my head that this was something different.

Josh

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Re: [Flightgear-devel] CH53 main rotor not producing any torque.

2006-07-04 Thread Josh Babcock
chris wrote:

> 
> The main shaft on the D model sees about 3 million inchlb of torque.  I do 
> not 
> have the number for the super stallion.  
> 

Is that at 0 deg pitch? I can extrapolate the torque for the e model by
multiplying that by 7/6 since they use the same blades and (I believe)
have the same rotor RPM. The only difference is the number of blades.

Josh

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Re: [Flightgear-devel] CH53 main rotor not producing any torque.

2006-07-04 Thread Josh Babcock
Joacim Persson wrote:
> On Tue, 4 Jul 2006, Josh Babcock wrote:
> 
>> This helo def does not seem to be producing any main rotor torque.
> 
> Adjust the poweratpitch_0 parameter. (on tail rotor too)
> 
> Those seven 11m long blades probably cost a bit more than 53kW to turn at
> 185 rpms even at zero pitch. =)
> 
> But where do one find real data for that? :P  Checklists perhaps?  -- torque
> readouts on the panel during start up procedures?
> 


Well, I don't have any data for that number, and haven't played with it
yet. 53 Kw is a lot of power though, more than enough to run a house,
and the blades shouldn't have that much drag at 0 pitch. The 9800 Kw at
full power came from the 100% rating of all the engines running together.

I have the POH, and eventually will be tuning number to normal operating
ranges and comparing them against power checklists.

Josh

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[Flightgear-devel] CH53 main rotor not producing any torque.

2006-07-04 Thread Josh Babcock
Maik,

This helo def does not seem to be producing any main rotor torque. I
commented out the tail rotor, and no spinning. Turning notorque on or
off seems to make no difference. I was originally clued in when I
noticed that whatever changes I made to the file I always seemed to have
the tail rotor at about zero pitch. Any idea what is wrong here?

Josh

	
	
	
		
		
		
	
	
	
	
		
		
		
	
	
	
	
		
			
	
		 
		
	
		

		
	
	
	
		  
	
	
		
	
	
	 
	
	 
	 
	  
	  
	
	
	
	
	 
	
	 
		
		
		
		
	
	
	 
		
		
		
		
		
	
	
	 
		
		
		
		
		
	
	
	 
		
		
		
	
	

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Josh Babcock
Joacim Persson wrote:

> Or translate the rotor equations to jsbsim -- ?

It always seemed odd that YASim should be the one to have rotary
support. The whole solver idea just doesn't seem to fit at all. Lookup
tables however work great for helos, you just have to calculate each
blade separately and add it all up. Of course, I don't understand how
anything in YASim really works anyway, so I could be missing something :)

Josh

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Josh Babcock
Andy Ross wrote:
> Josh Babcock wrote:
>> The ch-53e has a pretty odd empenage, so I need to make sure I
>> know what I am doing here. If I define a vstab with a dihedral
>> of 110, ahich side will it be on? Can I control which side it
>> is on?
> 
> The vstab is a left wing with a dihedral of 90 degrees.  Making
> it 110 degrees will tilt it 30 degrees to the right of vertical,
> but (and this is important) the up/down sense of its flap
> surfaces will be reversed.
> 
> Andy
> 


OK, there are no flap surfaces, but it is an asymmetric airfoil. The
"upper" part of the airfoil faces left and a little down, producing
right yaw and a little pitch up in forward flight. I think it also has
some incidence. I should be able to make this work, starting by making
the dihedral 70 deg. It's all academic at this point though, since wings
are ignored on helos ATM.

Josh

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Re: [Flightgear-devel] ..~/.cvspass???, was: ch35e ready to go into CVS

2006-07-02 Thread Josh Babcock
Arnt Karlsen wrote:

> 
> ..this works, thanks, but I _should_ be able to use Ralf's Makefile too.
> The idea is make this useable off a Live CD too.
> 


Oh, I see. Yes, it should come with a valid .cvspass for an anonymous user.

Josh

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Re: [Flightgear-devel] ..~/.cvspass???, was: ch35e ready to go into CVS

2006-07-02 Thread Josh Babcock
Arnt Karlsen wrote:


You should be able to make one by running a cvs login from the source
and data dirs.

Josh

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[Flightgear-devel] ch35e ready to go into CVS

2006-07-02 Thread Josh Babcock
OK, the Super Stallion is still alpha, but it's alpha enough to show the
world. S, anyone is welcome to commit this, fly it, whatever.

http://jrbabcock.home.comcast.net/flightgear/ch53e/ch53e.tgz

Josh

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[Flightgear-devel] YASim vstab question

2006-07-02 Thread Josh Babcock
The ch-53e has a pretty odd empenage, so I need to make sure I know what
I am doing here. If I define a vstab with a dihedral of 110, ahich side
will it be on? Can I control which side it is on?

Josh

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Re: [Flightgear-devel] mp and animations

2006-07-01 Thread Josh Babcock
Lee Elliott wrote:

> It's not impossible, of course, but in addition to everything 
> that is currently being passed between mp clients, a widely 
> varying range of animation data would also have to be exchanged, 
> in a scheme that would also have to cope with multiple instances 
> of identical aircraft.

I was thinking more of continuing to not pass that animation data, but
also locally setting some property that the animations could use as a
key to do one static thing, instead of relying on those missing
properties. The bo105 rotor, for instance, uses all sorts of Nasal
provided props to set up the doors, rotors, etc.

With some property, like /sim/mp=true, you could use a select anim to
hide all that cool but non-functional stuff and substitute static doors,
and maybe a simple unanimated rotor disc instead. The property would
have to have it's value change depending on if it is being referenced by
an ai/mp aircraft or one controlled by the local FDM.

Josh

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Re: [Flightgear-devel] wxradar question

2006-07-01 Thread Josh Babcock
Lee Elliott wrote:

> Trying to detect them with the wxradar would be a bit like trying 
> to cook a photograph of a steak for your dinner:)

M, silver chloride. Yummy.

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