Re: [Flightgear-devel] Howto download aircraft - impressions on a new PC

2013-09-10 Thread Michael
Probably he was p* by some new incompatabilities. Also the Citation X has no 
more a startup sequence...what p* me off.
So we move one step forward and two backwards, hmm?







 From: Renk Thorsten thorsten.i.r...@jyu.fi
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, September 10, 2013 8:17 AM
Subject: Re: [Flightgear-devel] Howto download aircraft - impressions on a new 
PC
 

 Did a fresh install and needed all day to get ~7GB of aircrafts only to  
 find that my most loved the IAR 80 has gone.-

 Who was ridden by hell to remove the best airplane?

The author himself. But you've downloaded 7 GB of GIT repository, not 7 GB of 
aircraft, and the GIT repository contains all the commit history, so you can 
restore the IAR 80 from there if you like.

* Thorsten
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[Flightgear-devel] Rembrandt and FXAA on Linux

2013-09-10 Thread Michael

Still broken. Anyone got Rembrandt working with FXAA or AA on Ubuntu 13.04 
64bit?

http://www.flightgear.org/forums/viewtopic.php?f=19t=16943start=15--
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Re: [Flightgear-devel] Rembrandt and FXAA on Linux

2013-09-10 Thread Michael
Yes, updating the driver helped. Thanks




 From: grtuxhangar team hohora...@gmail.com
To: Michael scrat_h...@yahoo.com; FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, September 10, 2013 5:05 PM
Subject: Re: [Flightgear-devel] Rembrandt and FXAA on Linux
 


sorry must be said 

FXAA + Rembrandt 




On 10 September 2013 17:04, grtuxhangar team hohora...@gmail.com wrote:

FSAA + Rembrandt   with Linux x86-64   NVidia driver   right now 325.15  and 
others previous ones  built against OpenSUSE is working well .


It should be the same with any others Linux distributions 


BTW: for some reasons AA  cannot  work with Rembrandt


Ahmad





On 10 September 2013 16:51, Michael scrat_h...@yahoo.com wrote:


Still broken. Anyone got Rembrandt working with FXAA or AA on Ubuntu 13.04 
64bit?


http://www.flightgear.org/forums/viewtopic.php?f=19t=16943start=15





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[Flightgear-devel] Howto download aircraft - impressions on a new PC

2013-09-09 Thread Michael
+1 Thanks.

Did a fresh install and needed all day to get ~7GB of aircrafts only to find 
that my most loved the IAR 80 has gone.-

Who was ridden by hell to remove the best airplane? 90% off all aircrafts could 
be moved to inactive as they didn't see 
more than a added gauge for the last years.- GPL doesn't need to be removed but 
rather we need a category inactive or so.
Also a search by name, as I needed scrolling aircrafts for 10 minutes.

Even on my new Haswell with a GTX 770 I only get 9FPS on a deserted airport.- 
But with that machine I can even 
max out FSX.

Also no 850 apt.dat integration and I didn't use fgfs for a year or so.

Cheers Michael







On 09/03/2013 03:28 PM, James Turner wrote:
 For 3.0 I will be making FGData significantly smaller, since the size of
 the Git repo is indeed a big problem.

A huge +1 with my packager's hat on.

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Re: [Flightgear-devel] interface flightgaer with vb

2013-02-24 Thread Michael
It's all in C++. Either try that or do some easy beginner stuff in VB alike a 
clock etc. :-)

--- On Mon, 2/25/13, akram mohammed akramka...@hotmail.com wrote:

From: akram mohammed akramka...@hotmail.com
Subject: [Flightgear-devel] interface flightgaer with vb
To: flightgear-devel@lists.sourceforge.net
Date: Monday, February 25, 2013, 7:01 AM





i need help how to interface flightgear with visual basic gui project , like 
starting engine and landing gear from vb,in detail because i am beginner.   
 

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[Flightgear-devel] Real Avionics protocols

2013-02-04 Thread Michael Sabino
Hi,

I was wondering if there is a group of flightgear users who are trying
to develop a library for the real avionics protocols so that
instruments could communicate to each other using
MIL-STD-1553/ARINC/HSDB(F-22 Raptor). I am currently working on a c#
library/application to do just that, and was wondering if we could
pool some effort.

Here is a link to what I have so far in C#:
https://github.com/DoYouKnow/MIL_STD_1553/tree/master/MIL_STD_1553

It's a simple MIL-STD-1760E/1553 decoder that takes a 20-bit frame,
outputs if the parity is good, decodes the frame (telling you the
various flags that are set, the destination address, whether it's a
broadcast frame, whether it's addressed to a nuclear weapon carriage
store (using the SubAddress/ModeCode bits) using MIL-STD-1760E, and
tells you the subsystem address).

I also wasn't really sure if I was reinventing the wheel, so I thought
I'd ask here.

I'm aware that there is one company doing this for ARINC
(flightsimlabs) for the Airbus A320 in an upcoming release.

Thanks,

Michael Sabino

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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-29 Thread Michael
There are reasons for most people to use Ubuntu alike:

http://www.playdeb.net/software/flightgear


Anyway a jenkins Linux build would be interesting, altough 
I use the downloadcompile script.




--- On Thu, 11/29/12, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 From: Renk Thorsten thorsten.i.r...@jyu.fi
 Subject: Re: [Flightgear-devel] Musings on FG on Linux/Windows
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Thursday, November 29, 2012, 8:59 AM
 Me asking a genuine question:
 
  Why do I need to make a song and dance to get the last
 stable under  
  Linux when it works no fuss under Windows? Are we
 genuinely unable to  
  provide a working generic 32 and a 64bit set of
 binaryies for Linux? I  
  know that lib paths and versions are different across
 distribtions, but  
  can't one simply compile the thing static?
 (...)
  I am genuinely at a loss here. A normal Linux user has
 practically no  
  change to get last stable on his box running if it
 isn't in his distro -  
  a normal Windows user gets everything nice and
 streamlined.
 
 Me accepting an explanation given:
 
  This sounds very neat, and if this works in practice,
 then I take my  
  comment back - being able to get an rpm for any major
 Linux distribution  
  would be equivalent to the Windows installer in terms
 of usability.
 
 Me being painted as if I'd just complain because I can't get
 first-grade service:
 
  Yes, it would still be nice to have a universal build.
 And I guess,
  ThorstenR (and probably others) think we're therefore
 doing a lousy job
  and should just spend more time on FG - like work full
 time to provide
  you the perfect service that you clearly all deserve
 (and for free, of
  course) :)
 (...)
  Finally, something funny. ThorstenR complained about
 FG2.8 not being
  available for Fedora 17 (it only provides 2.6). Well,
 yes, too bad.
 
 FYI: I genuinely do not know how difficult it is to compile
 a static binary and put it on our website for download. I
 consider asking why this is done not equal to implying that
 X does a lousy job, nor equal to a complaint.
 
 My basic point was about impressions. I would like to be
 able to point more people I know to Linux 'See, it's easy,
 it's not an OS only for people who compile their own Kernels
 any more.' So, it struck me quite a bit how damn easy it was
 to get everything working under Windows, and that it wasn't
 looking too well for Linux in comparison. The experience
 made me wonder what the Windows advantage here really is and
 if we couldn't remove it. Sorry for asking that question
 aloud.
 
 So, good to know that you apparently see me as someone who
 has nothing better to do than complain because the service
 isn't good. You know what - I'm out of here for a really
 good long break, doing something nice. The FG experience for
 me of late feels like an endless string of frustrating
 events. Other people do work as well, you know? I've burnt
 every scrap of my spare time to get my last merge request
 together before the feature freeze (since I knew I'd
 probably lose a lot of time getting a new computer ready for
 everything) to the point that I started to dream of code
 every night, and right now I'm asking myself why the hell
 I've been doing that. Well, it's there on the server, do
 whatever you want with it, and if my main contribution is
 complaining, then everyone is better off if I remove myself
 for a while.
 
 Cheers,
 
 * Thorsten
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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-26 Thread Michael
Personally I've moved to Ubuntu 10.04 as I couldn't get my 
soundcard working anymore on Suse ca. back in 2009.

I've never looked back and probably never ever use again Suse...





--- On Mon, 11/26/12, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 From: Renk Thorsten thorsten.i.r...@jyu.fi
 Subject: [Flightgear-devel] Musings on FG on Linux/Windows
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Monday, November 26, 2012, 10:45 AM
 
 So, I finally broke down over the weekend, getting so
 frustrated with a the GPU not powering up under Linux that I
 installed FG on Windows.
 
 If I want to get FG last stable under Fedora 17, I have to
 compile it myself, only 2.6 is on the repo. The process is
 probably similar to compiling current GIT. Which took me
 more than 5 hours to get right, which means a normal user
 can't do it. I frequently use compilers, know the FG
 structure, can read scripting language, know RPMfinder and
 other tools... my wife is a normal Linux user who never in
 her life compiled anything.
 
 The problem isn't the obvious things - the problem are the
 implied things. Like cmake warns about libsvn not being
 installed and being needed for Terrasync. Now, I happen to
 know what Terrasync is, I also happen to know what libsvn is
 for, my wife doesn't. Searching on the 'Add software' tool
 for libsvn draws a blank, but I know that it stands for
 subversion, so I find it.
 
 I install boost, yet cmake throws an error that it can't
 find config files - WTF, I just installed it... Wait a
 minute, there's a different package which contains cmake
 support for boost, maybe if I install that as well? In the
 end, cmake runs through, but the compiler then bitches about
 its inability to find libXmu (or so)? So, I know what to do,
 I look for the lib in /usr/lib64, see what the name is. open
 CmakeCache.txt, look by what name cmake wants the lib to be
 identified, pass that as explicit parameter to cmake -
 voila, it finally compiles. 
 
 Then I had the funny directory issues I metioned , but that
 was just me trying to do user install instead of system wide
 - self-inflicted, one might say.
 
 If anyone believes that a normal Linux user can install last
 stable FG this way, he's kidding himself. For Ubuntu,
 there's the download and compile script, I don't know how
 good that is and what it assumes about packages being
 installed - but since the package manager is different, sure
 doesn't work on Fedora.
 
 Now, I installed FG on  windows. One package,
 double-click, I don't even need to know if I am on Windows
 Vista or Windows 7, one click to select the 64bit version,
 30 seconds later I am on the runway. Want current GIT
 instead of 2.8.5 - no problem, just copied the 64bit
 binaries from Jenkins, copied my FGData, and I'm seeing the
 state of my latest merge request (copying 6.3 GB was the
 only delay here).
 
 Please don't get this wrong - I'm a Linux person to the
 bone. I like xterm, using command lines, the ability to see
 configuration files directly, the ability to use commands
 which actually do what I tell, and desktops free of 'Your
 computer is at risk!' and other attention-grabbing messages
 very much. But... why?
 
 Why do I need to make a song and dance to get the last
 stable under Linux when it works no fuss under Windows? Are
 we genuinely unable to provide a working generic 32 and a
 64bit set of binaryies for Linux? I know that lib paths and
 versions are different across distribtions, but can't one
 simply compile the thing static? Of course it'll be much
 larger, but I have a 1 TB harddisk which is 10% full after I
 copied every last mp3 and movie from external storage device
 onto it - I don't mind if the binary is 20 times the size.
 
 I am genuinely at a loss here. A normal Linux user has
 practically no change to get last stable on his box running
 if it isn't in his distro - a normal Windows user gets
 everything nice and streamlined.
 
 Does anyone else understand this?
 
 * Thorsten
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[Flightgear-devel] plib error with download compile on 64bit Ubuntu 12.10

2012-11-20 Thread Michael
Hi
 trying to compile with downloadcompile script on Ubuntu 12.10 64bit and get:

../../../../plib/src/sl/slDSP.cxx: In member function ‘void slDSP::open(const 
char*, int, int, int)’:
../../../../plib/src/sl/slDSP.cxx:59:22: error: 
‘SOUND_PCM_WRITE_CHANNELS_is_obsolete_use_SNDCTL_DSP_CHANNELS_instead’ was not 
declared in this scope
../../../../plib/src/sl/slDSP.cxx:60:22: error: 
‘SOUND_PCM_WRITE_BITS_is_obsolete_use_SNDCTL_DSP_SETFMT_instead’ was not 
declared in this scope
../../../../plib/src/sl/slDSP.cxx:61:22: error: 
‘SOUND_PCM_WRITE_RATE_is_obsolet_use_SNDCTL_DSP_SPEED_instead’ was not declared 
in this scope
../../../../plib/src/sl/slDSP.cxx: In member function ‘void slDSP::sync()’:
../../../../plib/src/sl/slDSP.cxx:148:31: error: 
‘SOUND_PCM_SYNC_is_obsolete_use_SNDCTL_DSP_SYNC_instead’ was not declared in 
this scope
../../../../plib/src/sl/slDSP.cxx: In member function ‘void slDSP::stop()’:
../../../../plib/src/sl/slDSP.cxx:153:31: error: 
‘SOUND_PCM_RESET_is_obsolete_use_SNDCTL_DSP_HALT_instead’ was not declared in 
this scope
make[2]: *** [slDSP.o] Error 1

Thanks
Michael


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Re: [Flightgear-devel] plib error with download compile on 64bit Ubuntu 12.10

2012-11-20 Thread Michael
Thanks, that worked: --disable-sl



--- On Tue, 11/20/12, James Turner zakal...@mac.com wrote:

 From: James Turner zakal...@mac.com
 Subject: Re: [Flightgear-devel] plib error with download  compile on 64bit 
 Ubuntu 12.10
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Tuesday, November 20, 2012, 10:02 AM
 
 On 20 Nov 2012, at 08:46, Michael wrote:
 
  Hi
  trying to compile with downloadcompile script on
 Ubuntu 12.10 64bit and get:
  
  ../../../../plib/src/sl/slDSP.cxx: In member function
 ‘void slDSP::open(const char*, int, int, int)’:
  ../../../../plib/src/sl/slDSP.cxx:59:22: error:
 ‘SOUND_PCM_WRITE_CHANNELS_is_obsolete_use_SNDCTL_DSP_CHANNELS_instead’
 was not declared in this scope
  ../../../../plib/src/sl/slDSP.cxx:60:22: error:
 ‘SOUND_PCM_WRITE_BITS_is_obsolete_use_SNDCTL_DSP_SETFMT_instead’
 was not declared in this scope
  ../../../../plib/src/sl/slDSP.cxx:61:22: error:
 ‘SOUND_PCM_WRITE_RATE_is_obsolet_use_SNDCTL_DSP_SPEED_instead’
 was not declared in this scope
  ../../../../plib/src/sl/slDSP.cxx: In member function
 ‘void slDSP::sync()’:
  ../../../../plib/src/sl/slDSP.cxx:148:31: error:
 ‘SOUND_PCM_SYNC_is_obsolete_use_SNDCTL_DSP_SYNC_instead’
 was not declared in this scope
  ../../../../plib/src/sl/slDSP.cxx: In member function
 ‘void slDSP::stop()’:
  ../../../../plib/src/sl/slDSP.cxx:153:31: error:
 ‘SOUND_PCM_RESET_is_obsolete_use_SNDCTL_DSP_HALT_instead’
 was not declared in this scope
  make[2]: *** [slDSP.o] Error 1
 
 I'm not sure what the script does, but in general we only
 need a few parts of PLIB: for the Mac autobuild, I configure
 it as follows:
 
     ./configure --disable-pw --disable-sl
 --disable-psl --disable-ssg --disable-ssgaux 
 
 
 Hopefully you can adjust the script to disable those
 modules, or at least 'sl', and get things building.
 
 Regards,
 James
 
 
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Re: [Flightgear-devel] license

2012-09-04 Thread Michael
No, FlightProSim and whatever they're called.

I still think we need another license for sceneries etc. Anything but code 
should be possible to license similar to GPL, but not allowing any commmercial 
use.
Only change/add this to gpl, rename it flightgear scenery license or whatever. 
Dual licensing..should be easy?





--- On Mon, 9/3/12, Tim Moore timoor...@gmail.com wrote:

 From: Tim Moore timoor...@gmail.com
 Subject: Re: [Flightgear-devel] license
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Monday, September 3, 2012, 4:43 PM
 On Mon, Sep 3, 2012 at 4:27 PM,
 Michael scrat_h...@yahoo.com
 wrote:
  Hi
  saw this:
  http://wiki.flightgear.org/File:Joystick_Configuration_Dialog.jpg
 
  which is Creative Commons Attribution-Share Alike 3.0
 license.
  Will that go into default 3.0? Hence I would use the
 same license to keep off scammers. Sorry, seems I've missed
 if default releases only contain GPL license or not.
 By scammers you mean developers?
 
 Tim
 
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[Flightgear-devel] license

2012-09-03 Thread Michael
Hi
saw this: 
http://wiki.flightgear.org/File:Joystick_Configuration_Dialog.jpg

which is Creative Commons Attribution-Share Alike 3.0 license.
Will that go into default 3.0? Hence I would use the same license to keep off 
scammers. Sorry, seems I've missed if default releases only contain GPL license 
or not.
Thanks



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Re: [Flightgear-devel] Flightgear on Android

2012-08-30 Thread Michael
Cool, I've just registered, but my Xperia X10 mini pro might be slow...anyway 
I'd try 
it and let you know.

Thanks



--- On Thu, 8/30/12, Lachlan Bruce spitfirebr...@gmail.com wrote:

From: Lachlan Bruce spitfirebr...@gmail.com
Subject: [Flightgear-devel] Flightgear on Android
To: flightgear-devel@lists.sourceforge.net
Date: Thursday, August 30, 2012, 1:31 PM

Hello all.
For those of you that don`t know, me and another developer, BluSnowMan (Or 
Snowman77) are developing Flightgear for the popular mobile system Android. 

At current the main problem is that it only runs on a few devices. We are 
working to expand this and have been building builds for the people that signed 
up here. 


We would love to have another developer to help manage the load!
Lachlan and Brin. 
Links:

Forums

Wiki
Current website page

future page
Snowman77 forums (A bit stupid but it was Brins choice)

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[Flightgear-devel] feature request

2012-08-28 Thread Michael
http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/

feature request for a later version!
Cheers

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Re: [Flightgear-devel] feature request

2012-08-28 Thread Michael
http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game

I believe at the above link, they have some more complete with development sdk, 
but only for 3 more days?

I'll wait for the final product, but yes this is for getting ready games.
3D glasses are very cool, but this will be huge.

Michael



--- On Tue, 8/28/12, Curtis Olson curtol...@gmail.com wrote:

From: Curtis Olson curtol...@gmail.com
Subject: Re: [Flightgear-devel] feature request
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Tuesday, August 28, 2012, 3:37 PM

How do I get a prototype here?  Depending on how they have implemented the 
device, the integration could be relatively straight forward.
Curt.

On Tue, Aug 28, 2012 at 8:12 AM, Michael scrat_h...@yahoo.com wrote:


http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/





feature request for a later version!

Cheers



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-- 
Curtis Olson:http://www.atiak.com - http://aem.umn.edu/~uav/

http://www.flightgear.org - http://gallinazo.flightgear.org



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Re: [Flightgear-devel] Bugs and tweaks for Compiling on CentOS 6.3

2012-08-19 Thread Michael
I remembered that there's already something for RPM. I didn't use it of course 
on my Ubuntu but it might be helpful to create a script for all RPM distros.

http://flightgear.org/forums/viewtopic.php?f=20t=15346

When finished put it aside the deb script. I nearly couldn't find the above 
link anymore.



--- On Thu, 8/16/12, buzz davidb...@gmail.com wrote:

From: buzz davidb...@gmail.com
Subject: [Flightgear-devel] Bugs and tweaks for Compiling on CentOS 6.3
To: flightgear-devel@lists.sourceforge.net
Date: Thursday, August 16, 2012, 2:11 PM

I am currently tweaking the  download_and_compile.sh*   to work on CentOS 6.3.

So far, it seems to be working with the below changes, but I'm only up to the 
prt where it's building OSG so I'll send another email later with the final 
result. 



( I got the script from here: 
http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu#Download 
 , which points to here: 
http://www.gitorious.org/fg/fgmeta/blobs/raw/master/download_and_compile.sh ) 



The key changes are:

* defining this line near the start: 

# on CentOS, installing the -devel version also installs the primary package 
too!
CENTOS_PACKAGES=freealut-devel openal-soft-devel freealut-devel fltk-devel cvs 
git subversion cmake make automake zlib-devel wxGTK-devel fltk-fluid gawk 
gettext libXi-devel libXmu-devel boost-devel alsa-lib-devel libpng-devel 
jasper-devel OpenEXR-libs OpenEXR-devel boost-serialization boost-devel 
git-core hal-devel qt4-devel scons pygtk2-devel python-imaging-tk 
subversion-devel glew-devel 



* adding support for detecting a CentOS-like OS:

if [  -e /etc/redhat-release ]
then
    DISTRIB_ID=CentOS
    echo REDHAT, hopefully: $DISTRIB_ID
fi

* adding to the DOWNLOAD_PACKAGES if-else block support for CentOS way of 
things:



    if [ $DISTRIB_ID = CentOS ]
    then
    echo Asking your password to perform a yum install ... 
 sudo yum install $CENTOS_PACKAGES




* I also found a bug in PLIB , at the very end ( 4 lines from the bottom) of 
plib/src/ssg/ssg.h there is a  #elif  statement without any truth statement 
attached, so I changed it to a simple #else







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Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-06 Thread Michael
My last comment to this subject. 
I've got permission to distribute some swiss sceneries as GPL but only after 
asking back. Obviously I had to, as the author said first that it needs to 
remain Freeware.-
Now that's only possible because he bent back a little. But many 
won't or can't do and hence we will lose stuff.

As for old aircrafts etc. I think anyway only the best should be included in 
the standard releases.-

Now, there are example planes of X-plane that use SASL with Lua scripts for 
instruments. In the licence they say: The instrument folder and subfolders are 
GPL but anything else is copyrighted.

Neat and simple, we're really dragging an old lead foot!


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Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-05 Thread Michael
 
 And Keep It Stupid Simple (tm). One license is already too
 many licenses.
 

Everything on GPL only means: 
- less scenery and airplanes included ( wasn't there recently some photoscenery 
rejected because of the GPL?)
- authors lose copyrights
- only to find their work rebranded and sold for ex. as flightprosim etc.

Having only the code on GPL and everything else as freeware...seems less narrow 
minded to me.

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[Flightgear-devel] scenery licence for 2.8 and later

2012-07-04 Thread Michael
Hi
is it possible to have different licences than GPL for sceneries etc.?
Now that would help fight piracy, while keeping GPL for the source code.
Thanks for the info
Michael


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Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-04 Thread Michael
No, I mean authors could leave as is or use any licence they want.

 -- But it doesn't need to be GPL. --

Sorry, GPL is ok for code but feels like a lead-foot for everything else.




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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-15 Thread Michael
Never heard of such, buy anyway I never update, but do a reinstall. 
Hence back up your 10.04 data, then from the vista cd do a fixmbr or alike. 
Search the exact syntax. update vista and simply reinstall 12.04 after 
reformating with ext4.

And yes let me know how it goes. I wanted to install sp2 in vista but 
couldn't.- It rolled back update after 2 hours or so...sigh.
Thanks


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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-14 Thread Michael
t.
  
  (With an X1300 , I get nearly twice the FPS in Win 7
 compared to Linux)
 
Sighget a cheap Nvidia card from ebay.



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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Michael
I wonder how it was done back in 2002 for Doom3 with OpenGL. 
Doom3 looks great, a huge contrast for ex. to X-Plane which is 
struggling as well to get flicker free shadows.




--- On Fri, 6/8/12, Geoff McLane ubu...@geoffair.info wrote:

 From: Geoff McLane ubu...@geoffair.info
 Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Friday, June 8, 2012, 12:00 PM
 Hi,
 
 FWIIW I would opt for version 2.8
 
 Concerning Rembrandt, it does not work on either 
 of my 2 ATI cards - Radeon HD 2600 XT, running Ubuntu 
 64-bit, and Windows Vista 32-bit, and a Radeon HD 7700 
 series, in Windows 7 64-bit. I think I have tried all 
 the options mentioned here...
 
 On the 2600 I usually see the corner buffer images, 
 but no shadows. On the 7700 even no corner images, 
 and after a certain time the card driver FAILS! I get 
 a black screen, but thankfully it auto-recovers ;=()
 
 Oh, and I get about a 50%+ drop in frame rate... and 
 at low viewing angles get flashing lime green over 
 the foreground...
 
 So yes, for sure mention Rembrandt, but clearly mark it 
 as in development ;=))
 
 Is there a list anywhere of cards/drivers it DOES 
 work on? If not too expensive maybe I would buy 
 and try one ;=)) I seem to remember someone mentioning 
 such a listing...
 
 On converting a/c, as I think someone mentioned why 
 or how can this be done if the results can not be 
 seen on his system! Sort of chicken and egg story...
 
 And for the 2.8 release, assume the MULTIPLE warnings 
 will be 'removed', or suppressed, namely -
 
 Failed to create beacon for unknown runway 'KONT 26L OM'
 and about 28 more like this...
 
 Image C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds
 uses compressed textures which cannot be supported on some
 systems.
 Please decompress this texture for improved portability.
 and about 6 more like this...
 
 We should not need to air this dirty washing on a release 
 product ;=))!
 
 Regards,
 Geoff.
 
 
 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012) Doom SHADOWS

2012-06-11 Thread Michael
So why not use that technique for shadows? 
Anyway, I await 2.9 for the new 850 format...



--- On Mon, 6/11/12, Frederic Bouvier fredfgf...@free.fr wrote:

 From: Frederic Bouvier fredfgf...@free.fr
 Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Monday, June 11, 2012, 5:39 PM
 If I recall correctly, Doom3 used
 shadow volumes (the famous Carmack's reverse) and not shadow
 mapping.
 As the technique was patented by Creative, Carmack had to
 rewrite it recently before making the Doom3 engine Open
 Source
 
 Regards,
 -Fred
 
 - Mail original -
  De: Michael scrat_h...@yahoo.com
  À: FlightGear developers discussions 
  flightgear-devel@lists.sourceforge.net
  Envoyé: Lundi 11 Juin 2012 10:17:33
  Objet: Re: [Flightgear-devel] The next FlightGear
 release (summer 2012)
  
  I wonder how it was done back in 2002 for Doom3 with
 OpenGL.
  Doom3 looks great, a huge contrast for ex. to X-Plane
 which is
  struggling as well to get flicker free shadows.
  
  
  
  
  --- On Fri, 6/8/12, Geoff McLane ubu...@geoffair.info
 wrote:
  
   From: Geoff McLane ubu...@geoffair.info
   Subject: Re: [Flightgear-devel] The next
 FlightGear release (summer
   2012)
   To: FlightGear developers discussions
   flightgear-devel@lists.sourceforge.net
   Date: Friday, June 8, 2012, 12:00 PM
   Hi,
   
   FWIIW I would opt for version 2.8
   
   Concerning Rembrandt, it does not work on either
   of my 2 ATI cards - Radeon HD 2600 XT, running
 Ubuntu
   64-bit, and Windows Vista 32-bit, and a Radeon HD
 7700
   series, in Windows 7 64-bit. I think I have tried
 all
   the options mentioned here...
   
   On the 2600 I usually see the corner buffer
 images,
   but no shadows. On the 7700 even no corner
 images,
   and after a certain time the card driver FAILS! I
 get
   a black screen, but thankfully it auto-recovers
 ;=()
   
   Oh, and I get about a 50%+ drop in frame rate...
 and
   at low viewing angles get flashing lime green
 over
   the foreground...
   
   So yes, for sure mention Rembrandt, but clearly
 mark it
   as in development ;=))
   
   Is there a list anywhere of cards/drivers it DOES
   work on? If not too expensive maybe I would buy
   and try one ;=)) I seem to remember someone
 mentioning
   such a listing...
   
   On converting a/c, as I think someone mentioned
 why
   or how can this be done if the results can not be
   seen on his system! Sort of chicken and egg
 story...
   
   And for the 2.8 release, assume the MULTIPLE
 warnings
   will be 'removed', or suppressed, namely -
   
   Failed to create beacon for unknown runway 'KONT
 26L OM'
   and about 28 more like this...
   
   Image
 C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds
   uses compressed textures which cannot be supported
 on some
   systems.
   Please decompress this texture for improved
 portability.
   and about 6 more like this...
   
   We should not need to air this dirty washing on a
 release
   product ;=))!
   
   Regards,
   Geoff.
   
   
   
  
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-07 Thread Michael
Personally I'd leave 3.0 for the new apt 850 support. If that's not in for 
summer leave it at 2.8.




--- On Thu, 6/7/12, Stuart Buchanan stuar...@gmail.com wrote:

 From: Stuart Buchanan stuar...@gmail.com
 Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Thursday, June 7, 2012, 2:39 PM
 On Sat, Jun 2, 2012 at 8:36 PM,
 Torsten Dreyer wrote:
  Two questions have to be discussed and answered until
 the release
  branches get created on July, 17th:
 
  1) What's the version number of the new release?
    a) 2.8.0
    b) 3.0.0
 
 Given the introduction of Rembrandt, I'd suggest 3.0.0.
 It's
 a major new feature, and is appropriate to bump the major
 version number up for.  it also allows us to side-step
 the issue
 of the a future 2.10.0 release. :)
 
 Also, release numbers are cheap, and X-Plane, MSFS are
 already
 on version 10, so we've got some space to catch up :)
 
  2) Which aircraft do we ship in the base package?
    a) just the c172
    b) same as before
    c) [name your preferred aircraft]
 
 I don't see any reason to restrict the distribution to just
 the c172p,
 unless the base package has increased in size
 significantly.
 
 I've no opinion on changing the set of aircraft.
 
  3) Should we keep last year's commit policy for
 aircraft during the
  feature freeze?
    a) yes
    b) no
 
 Assuming you mean the version currently defined under the
 release plan
 in the wiki, then Yes.  I think it strikes the right
 balance to allow aircraft
 developers some time to work with the stable binaries.
 
 -Stuart
 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-07 Thread Michael
Yes, bring it on for those already wanting 850. Hence I could already work on 
swiss 850 airports, to have it ready without any hassle for 2.9 Terrasync 
integration.
Could you let me know as soon as Europe/Switzerland could be used? Maybe as 
early/parallel 2.9 git, download or whatever.
Thanks
Michael





--- On Thu, 6/7/12, ys flightg...@sablonier.ch wrote:

 From: ys flightg...@sablonier.ch
 Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Thursday, June 7, 2012, 7:36 PM
 Just to add a note what is already
 running on this jenkins right now, on different slaves:
 - hgtchop available SRTM-3 data (I make use of the no data
 filled files I provide), this a one day job on very old
 machine
 - terrafitting the data (another one day job on the same old
 machine)
 - taking recent xplane apt.dat and splitting into single
 airport files (one hour job)
 - creating xml files like showed at scenery list, per
 airport, still experimental
 - running genapts850 on every single airport file, creating
 airport and airport area folders for further scenery
 creation, still experimental
 - pushing this data to a public server (not realised yet,
 waiting for proposals where this should be)
 
 This is all created in a jenkins workspace which can be
 shared then by fgfs-construct slaves. What regions or how
 many tiles this slaves could/should create depends on a new
 regional grid that has to be defined. One benefit of this
 workflow could be: Everyone use the same elevation data for
 scenery creation, everyone use the same apt.dat data etc.
 The fgfs-construct job definitions may vary from region to
 region. People can concentrate on updating resources and
 jenkins scenery slaves are eating this automatically.
 
 Theoretically every machine around the globe can act as a
 jenkins slave when the recent terragear toolchain is
 installed and distinct ports are open in network. The
 fgfs-construct jobs are heavy and may run some days. Having
 some powerful servers as main slaves would be nice. Role
 for main slaves could also be taking over the jobs when some
 smaller nodes are off for any reason. 
 
 Yes, just promoting this jenkins world scenery workload idea
 again, comments still welcome anytime. In case there is a
 machine/server which can act as a slave please just send me
 a note. You can get access to this jenkins immediately, I
 would also help to install all tools and setup the jobs to
 be done ;-)
 
 Cheers, Yves
 
 
 
 
 Am 07.06.2012 um 17:35 schrieb ys flightg...@sablonier.ch:
 
  As I mentioned some weeks ago I think we should leave
 path of creating world scenery in one task. I made a
 proposal how to create world scenery in chunks all day and
 nights with jenkins on different machines for different
 regions. The sources for this creation process can remain on
 one master, the many fgfs-construct slaves will need a bit
 of cpu power (more slaves welcome here anytime for testing).
 What I miss at the moment is a tool like terramaster for
 this process, where one can follow recent scenery creation
 process by created tiles i.e. The jenkins artifacts can be
 pushed to a terrasync server, daily, weekly, monthly or in
 whatever cycle. A tool like terramaster should reflect the
 versioning of the region/tiles visually somehow, but this is
 not the most important part of course.
  
  For me the scenery release should not follow the core
 release plan. A need for the next release cycle might be
 moving the outdated static apt.dat from the base package to
 a new place, but of course only in case someone really
 follows the plan to get a dynamical  apt data solution
 for next flightgear. I know the plan with jenkins scenery
 creation might cause some inconsistency the first weeks and
 months, but once the creation process is in sync with data
 there remain only small areas to update and we can follow
 regular and great apt.dat updates coming in every months by
 a huge group of contributors chez xplane.
  
  There is probably no other way (or I didnt here
 anything different here): apt.dat in 810 format is a scenery
 development blocker, independent of release numbers.
  
  Cheers, Yves
  
  
  
  
  Am 07.06.2012 um 15:55 schrieb Björn Kesten 
  amusing.random.al...@googlemail.com:
  
  Good to know.
  
  I'd dedicate some CPU time to world scenery
 generation, but I'm not
  sure how many months that would take... :S
  
 
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[Flightgear-devel] two or more sceneries

2012-06-02 Thread Michael Sgier
HI
for Samedan there's already a good scenery in git. Now I thought I could simply 
add another scenery folder on top of default fgdata and it would pick that. 
What happens is that it picks both sceneries. Is there a way to disable such? 
Also would it be possible to get both sceneries into git later?
Cheers Michael




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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
Still down:
The server at scenemodels.flightgear.org is taking too long to respond.
The server at mapserver.flightgear.org is taking too long to respond.
etc.
Sigh...only in USA. The last swiss power outage must have been ~10 years ago 
and only lasting a couple of minutes.



--- On Tue, 5/29/12, Martin Spott martin.sp...@mgras.net wrote:

 From: Martin Spott martin.sp...@mgras.net
 Subject: Re: [Flightgear-devel] FlightGear mapserver offline
 To: flightgear-devel@lists.sourceforge.net
 Date: Tuesday, May 29, 2012, 6:35 PM
 Just as an informal notice, some of
 the machines in San Diego
 apparently didn't recover from another power outage:
 
   http://www.ucsd.edu/emergency/
 
 The FlightGear MapServer, Scenemodels and the GIT mirror are
 affected.
 The PostgreSQL database backend behind the two web sites is
 functional
 again - we just can't make much use of it 
 
 Cheers,
     Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its
 friends are !
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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
It it's running Linux, do from a live dvd a fsck.



--- On Fri, 6/1/12, Martin Spott martin.sp...@mgras.net wrote:

 From: Martin Spott martin.sp...@mgras.net
 Subject: Re: [Flightgear-devel] FlightGear mapserver offline
 To: flightgear-devel@lists.sourceforge.net
 Date: Friday, June 1, 2012, 11:25 AM
 Michael Sgier wrote:
 
  Still down:
 
 Yes, Power and network are available again, but the machine
 doesn't
 boot and so far I'm unable to tell why.  I'll announce
 when it's back.
 If it takes too long, I'll switch over to a slower but
 functional
 backup site,
 
     Martin.
 -- 
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 friends are !
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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
to be able to do a fsck is absolutely basic...how would you 
run a server without that?



--- On Fri, 6/1/12, EViLSLT - Rob flightg...@evilslut82.com wrote:

 From: EViLSLT - Rob flightg...@evilslut82.com
 Subject: Re: [Flightgear-devel] FlightGear mapserver offline
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Friday, June 1, 2012, 4:36 PM
 
 Or to use those funds to ship the machine(s) to a data
 center that is within walking distance of the sysadmin. :) 
 
 
 - Original Message -
 From: Curtis Olson curtol...@gmail.com
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Sent: Friday, June 1, 2012 3:32:58 PM
 Subject: Re: [Flightgear-devel] FlightGear mapserver
 offline
 
 A while back I helped setup a 2000 node server farm and it
 was pretty cool.
  Each node had a small embedded linux processor on top of
 the console
 access that provided a virtual console over the net -- so
 you could power
 cycle, reset, mount virtual DVD images -- all
 remotely.  The only tricky
 part was figuring out the IP address of the particular
 virtual console
 interface you wanted when you had 2000 of them to sort
 through. :-)  We ran
 rocks which offered a lot of tools for sorting through
 this and managing
 all the details.  But if we need to start a fund to fly
 Martin to
 California, just let us know and we'll make it happen. :-)
 
 Curt.
 
 
 On Fri, Jun 1, 2012 at 7:25 AM, Martin Spott martin.sp...@mgras.net
 wrote:
 
  EViLSLT - Rob wrote:
 
   Do you have any pictures or dumps of the errors
 you get upon booting?
 
  I think you've understood the problem: I'm waiting for
 a helping hand
  to enable console access for me.  I'm quite
 confident that I'll be able
  to fix the issue within minutes or seconds after
 gaining functional
  console access,
 
         Martin.
  --
   Unix _IS_ user friendly - it's just selective
 about who its friends are !
 
 --
 
 
 
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 http://www.flightgear.org - http://gallinazo.flightgear.org
 
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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
new ubuntu installations etc. offer a rescue boot option but maybe, for such a 
remote server, XFS would be the best filesystem? I've never heard of a fsck 
needed with xfs.



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[Flightgear-devel] Terrain mesh

2012-04-18 Thread Michael Sgier
Hi
I only wanted to throw in that x-plane is using an opensource terrain mesh...
So maybe we could use/integrate some of that? We could also get compatibility 
with photoscenery etc.
Cheers Michael



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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-09 Thread Michael Sgier
Traffic and parking etc. are handled via xml files in Flightgear different to 
X-Plane.
But to make changes to the opensource apt.dat forward them to Robin:
http://forums.x-plane.org/index.php?showtopic=58356




--- On Tue, 4/10/12, Gene Buckle ge...@deltasoft.com wrote:

 From: Gene Buckle ge...@deltasoft.com
 Subject: Re: [Flightgear-devel] updates to nav.dat.gz
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Tuesday, April 10, 2012, 3:00 AM
 On Mon, 9 Apr 2012, Ron Jensen
 wrote:
 
  On Monday 09 April 2012 15:05:58 Torsten Dreyer wrote:
  Hi,
 
  what is our current policy for updates to nav.dat?
 Do we commit changes
  to the binary gzip'ed file or do we have a central
 repository for the data?
 
  Would it make sense to have the unzip'ed file in
 git and zip it for the
  release in make dist?
 
  Torsten
 
  I think it would be a great idea to gunzip nav.dat and
 apt.dat in git.
 
 Any plans to support the v10 format that recently came
 out?  It adds 
 traffic patterns and parking locations I think.
 
 g.
 
 -- 
 Proud owner of F-15C 80-0007
 http://www.f15sim.com - The only one of its kind.
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 Home.
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[Flightgear-devel] DATA update 2.5 to 2.6

2012-04-07 Thread Michael Sgier
Hi
didn't fly for while but now I wanted to try Rembrandt shadows.

michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git pull
You asked me to pull without telling me which branch you
want to merge with, and 'branch.master.merge' in
your configuration file does not tell me, either. Please
specify which branch you want to use on the command line and
try again (e.g. 'git pull repository refspec').
See git-pull(1) for details.

If you often merge with the same branch, you may want to
use something like the following in your configuration file:

[branch master]
remote = nickname
merge = remote-ref

[remote nickname]
url = url
fetch = refspec

See git-config(1) for details.
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$

What branch etc.? Also the command:
sh download_and_compile.sh DATA UPDATE
returns the same.
Thanks
Michael


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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-25 Thread Michael Sgier
So AeonWave is a complete replacement for OpenAL? Must be...now could it do 
synthetic speech as used for X-Plane's ATC? 
Thanks



--- On Tue, 11/22/11, Gene Buckle ge...@deltasoft.com wrote:

 From: Gene Buckle ge...@deltasoft.com
 Subject: Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Tuesday, November 22, 2011, 5:53 PM
 On Tue, 22 Nov 2011, Erik Hofman
 wrote:
 
  On Tue, 2011-11-22 at 08:10 -0800, Gene Buckle wrote:
  Congrats on the release Erik!
 
  Thanks!
 
  Does your new sound system or OpenAL itself allow
 you to specify the
  origin of a sound as an x/y/z offset from a
 central point?
 
  AeonWave allows for multiple sounds with an offset to
 a center point of
  an audio-frame. Moving or rotating the audio-frame
 influences the
  position and orientation if all registered sound
 emitters.
 
 So theoretically, you could locate a sound emitter at a
 tire contact 
 point?  Neat. :)
 
 g.
 
 -- 
 Proud owner of F-15C 80-0007
 http://www.f15sim.com - The only one of its kind.
 http://www.diy-cockpits.org/coll - Go Collimated or Go
 Home.
 Some people collect things for a hobby.  Geeks collect
 hobbies.
 
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[Flightgear-devel] after update terrasync and cockpitview broken

2011-11-05 Thread Michael Sgier
Hi
since yesterday morning I've been trying to get rsync'ed to 
terrasync, as after the update my swiss scenery has gone...yea I 
know my fault.

Also after the update, cockpitview shows some old cockpit until 
looking aside. New bug?

Michael


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[Flightgear-devel] vasfmc -- FgfsFMC

2011-11-05 Thread Michael Sgier
Hi
I might still have the sources of vasfmc 2.09a which was GPL. vasFMC is closed 
but if i find it, I might put it on GIT for modifying and integration into 
future fgfs? Maybe rename it to: FgfsFMC? Other suggestions?
Cheers Michael


 

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Re: [Flightgear-devel] Misspelled aircraft name ?

2011-11-05 Thread Michael Sgier
Windows and OSX are not case sensitive, but Linux is.



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Re: [Flightgear-devel] GIT add airplane/scenery

2011-11-03 Thread Michael Sgier
Ok I did a fgdata clone:https://gitorious.org/~scrat/fg/scrats-fgdata

and pulled that ~3.5GB. Now I've added the aircrafts but push gives:
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push origin master
fatal: protocol error: expected sha/ref, got '
--
The git:// protocol is read-only.

Please use the push url as listed on the repository page.
--'
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push 
git://gitorious.org/~scrat/fg/scrats-fgdata.git
fatal: protocol error: expected sha/ref, got '
--
The git:// protocol is read-only.

Please use the push url as listed on the repository page.
--'


Thanks again. fgdata is still not splitted? It also seems to be incompatible 
to my fgfs git...maybe need to update that as well?


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Re: [Flightgear-devel] GIT add airplane/scenery

2011-11-01 Thread Michael Sgier
Ok so now I've added it as:

http://www.flightgear.org/forums/viewtopic.php?f=4t=11040start=60

If I do a git merge, as above, it seems to put into a wrong directory? Any 
changes needed? 
And how/who to ask for Flightgear inclusion?
Thanks
Michael



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Re: [Flightgear-devel] moving map of Hondajet or Da-42 // next scenerygeneration

2011-10-31 Thread Michael Sgier
Thanks Alan.
No wonder it doesn't show anything:

/home/michael/.fgfs/zkv1000/maps
../../../../../../../../../home/michael/.fgfs/zkv1000/maps
zkv1000 loaded
zkv1000 PFD switched on!
zkv1000 MFD switched on!



--- On Sun, 10/30/11, Alan Teeder ajtee...@v-twin.org.uk wrote:

 From: Alan Teeder ajtee...@v-twin.org.uk
 Subject: Re: [Flightgear-devel] moving map of Hondajet or Da-42 // next 
 scenerygeneration
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Sunday, October 30, 2011, 2:15 PM
 Try this to find where the ZKV1000
 looks for the maps.
 
 In file ZKV1000\Nasal\map.nas add this line at the end of
 the function 
 init.map (i.e. after line 32, mapsAbsolutePath = home ~
 maps; but before 
 the } at line 33) :-
 
     print (maps path absolute:
 ,mapsAbsolutePath, relative: 
 ,mapsRelativePath,\n);
 
 When it runs you should see a printout in the command
 window.
 
 Alan
 
 -Original Message- 
 From: Michael Sgier
 Sent: Sunday, October 30, 2011 12:49 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] moving map of Hondajet or Da-42
 // next 
 scenerygeneration
 
 Alan, downloaded but even with this path it's NOT
 working...
 
 /media/DATA/FGFS/install/fgfs/fgdata/zkv1000/maps
 
 Thanks
 
 PS: that looks cool...maybe our next scenery?
 
 http://9to5mac.com/2011/10/29/apple-acquired-mind-blowing-3d-mapping-company-c3-technologies-looking-to-take-ios-maps-to-the-next-level/
 
 
 
 
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Re: [Flightgear-devel] moving map of Hondajet or Da-42 // nextscenerygeneration

2011-10-31 Thread Michael Sgier
ahh ok I was confused. Works and looks cool indeed...

I want to include that in PC-21 and, as promised to the author pjedvaj, upload 
to GIT.

Any ideas on what files to change for PC21 display integration? 

I also have to figure out how to upload to my GIT and request 
a merge to fgfs at gitorious later.


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[Flightgear-devel] GIT add airplane/scenery

2011-10-31 Thread Michael Sgier
Hi
I've promised to the author pjedvaj to upload his aircrafts to GIT. 
I might also add later a GIT for my sceneries. Now how to proceed from here:
https://gitorious.org/~scrat

How to add 3 airplanes and 1 scenery? Thanks for a simple howto. 
Regards Michael

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[Flightgear-devel] moving map of Hondajet or Da-42

2011-10-30 Thread Michael Sgier
Hi Sébastien
  anyone got local maps displayed in Hondajet or DA-42?
I've got the images created and no clue why it's not working...maybe simply 
attach your images for me to test and find out my errors?
Thanks

Also in Atlas, although following the airplane, I've no detailed, background 
images displayed.


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Re: [Flightgear-devel] moving map of Hondajet or Da-42

2011-10-30 Thread Michael Sgier
Hi Geoff
 i start Atlas with:
--
#!/bin/sh
cd $(dirname $0)
cd /media/DATA/FGFS/Atlas/src
export 
LD_LIBRARY_PATH=../../install/plib/lib:../../install/OpenSceneGraph/lib:../../install/simgear/lib
./Atlas --udp=5505 --fg-root=$PWD/../../install/fgfs/fgdata $@

and images are in 

/media/DATA/FGFS/Atlas
and also in :

/media/DATA/FGFS/install/fgfs/fgdata/Atlas

the images for the Hondajet are:
/media/DATA/FGFS/install/fgfs/fgdata/Aircraft/HondaJet/zkv1000/maps/terrain

Thanks



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[Flightgear-devel] moving map of Hondajet or Da-42 // next scenery generation

2011-10-30 Thread Michael Sgier
Alan, downloaded but even with this path it's NOT working...

/media/DATA/FGFS/install/fgfs/fgdata/zkv1000/maps

Thanks

PS: that looks cool...maybe our next scenery?

http://9to5mac.com/2011/10/29/apple-acquired-mind-blowing-3d-mapping-company-c3-technologies-looking-to-take-ios-maps-to-the-next-level/




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Re: [Flightgear-devel] fgfs hangs while loading scenery

2011-10-30 Thread Michael Sgier
No luck, definitely NOT.


 I think this has something to do with animated jetways.
 Unchecking this option 
 should get rid of the problem (which I did encounter myself
 at least on KSFO).
 
 Cheers,
 Adrian
 
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Re: [Flightgear-devel] fgfs hangs while loading scenery

2011-10-27 Thread Michael Sgier
In my git when looking at airport objects they're loaded but unloaded when 
looking elsewhere!- So there's always a huge lag when looking back on the 
airport and you can see the objects being loaded again one after the other. 
This is very annoying, if someone knows thanks for fixing otherways I'll look 
at that someday.


--- On Sun, 9/25/11, jorg van der venne jorgvanderve...@googlemail.com wrote:

From: jorg van der venne jorgvanderve...@googlemail.com
Subject: Re: [Flightgear-devel] fgfs hangs while loading scenery
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Sunday, September 25, 2011, 6:26 PM

Thanks!

cheers,Jorg
2011/9/25 Thomas Albrecht ra...@web.de

 Please tell me how it was fixed?



Uncomment a logging message in simgear/scene/model/SGPagedLOD.cxx:

http://sourceforge.net/mailarchive/message.php?msg_id=28123414


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Re: [Flightgear-devel] specular reflections, where did they go?

2011-10-14 Thread Michael Sgier
Hmm so what settings to get such? I've checked all but still nothing close to 
below:
http://3423489196713717927-a-1802744773732722657-s-sites.googlegroups.com/site/pjedvajflightgear/pilatus-pc-21/PC-21%20splash.png?attachauth=ANoY7cpUK-3wYGBUn_gr9cMWbh32Z5498VRTPECdU0ecdeVoQWlK4tCzpgboBHCwfnHNZQFYid6nTB5AoKHrgct0Gav7REYxppFTA97H-hvW2P3AM-s--k4FRIQV05BXbaUne0uyTy9Z9NUYXNZb4TZ-YXW7pgUD_UuuxQKawzaYS2LGlgSmoISVA8Ll2AuDLxRiEbIxemtE7PVxDo8fyyeVaR5J6jcgg6OkLuZ25QNktztvmOo9rVA%3Dattredirects=1

--- On Thu, 10/13/11, Gijs de Rooy gijsr...@hotmail.com wrote:

From: Gijs de Rooy gijsr...@hotmail.com
Subject: Re: [Flightgear-devel] specular reflections, where did they go?
To: FlightGear Development list flightgear-devel@lists.sourceforge.net
Date: Thursday, October 13, 2011, 6:10 PM






The option was removed from the Rendering Options dialog because 
it became useless, after our switch to OSG. Like Heiko mentioned, such 
reflections
are taken over by shaders nowadays.

http://code.google.com/p/flightgear-bugs/issues/detail?id=174

Gijs
  

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[Flightgear-devel] specular reflections, where did they go?

2011-10-13 Thread Michael Sgier
Hiwhere did that go? nothing alike in gitthanks
To get the fuselage reflections enable Specular reflections on objects 
in View - Rendering options.-
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Re: [Flightgear-devel] Object scope help

2011-10-11 Thread Michael Robson

Thorsten,

Thanks for your prompt reply.

I get that the pointer is NULL, but I do not understand why!

I believe that I have called the correct method to return a pointer to the 
object.  And since I know that the object has been instantiated (since i get a 
cout message to tell me and also i can see the object doing what its supposed 
to be doing on screen).

Do you have any idea why this object may be null? have i correctly registered 
the instrument? does the instrument not persist until program completion? How 
do I correctly obtain a pointer to this object if this is not the correct way?

Thanks

Robbo

 Date: Tue, 11 Oct 2011 23:42:42 +0200
 From: bre...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Object scope help
 
 On 11.10.2011 23:31, Robbo wrote:
  TaRadar* _taradar_node = (TaRadar*) globals-get_subsystem(
  taradar);
 
  Now then, if TaRadar::getAngle() has the following fixed code:
  return 10;
  everything works ok, but if the method returns an object variable:
  return _angle;
  I get a segmentation fault.
 
 That means _taradar_node is NULL. Calling _taradar_node-getAngle() is 
 illegal if _taradar_node=0. However, if the method you're calling 
 doesn't access the object itself, but just returns a constant (return 
 10), then nothing happens (lucky!). Add a check if (_taradar_node!=0) 
 ... and see why the pointer is NULL.
 
 cheers,
 Thorsten
 
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Michael Sgier
Now that G1000 looks promising, but I get while compiling Atlas on Ubuntu 10.04:
make[2]: Betrete Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[2]: *** Keine Regel vorhanden, um das Target »MPAircraft.o«, 
  benötigt von »Atlas«, zu erstellen.  Schluss.
make[2]: Verlasse Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[1]: *** [install-recursive] Fehler 1
no rule for making MPAircraft.oAny ideas/help on what to do? In GIT the Honda 
and DA20 are black/off?ThanksMichael



--- On Sat, 10/1/11, Alan Teeder ajtee...@v-twin.org.uk wrote:

From: Alan Teeder ajtee...@v-twin.org.uk
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Saturday, October 1, 2011, 11:07 AM

Another way is to use the ZKV1000 instrument. See 
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far 
in the Hondajet and Diamond DA42 aircraft.

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Re: [Flightgear-devel] git

2011-09-30 Thread Michael Sgier
Martin ur a jerk. I've told to have submitted to 850 airports maintained by 
Robin.
Pls read before rant about things you have no clue of.
Durk, sure I can also add AI if you can give me an example groundnetwork.For 
now, I took lszh as pattern.


--- On Fri, 9/30/11, Martin Spott martin.sp...@mgras.net wrote:

From: Martin Spott martin.sp...@mgras.net
Subject: Re: [Flightgear-devel] git
To: flightgear-devel@lists.sourceforge.net
Date: Friday, September 30, 2011, 10:05 AM

Durk Talsma wrote:

 If you have committed apt.dat files, to robin peel [...]

That's quite interesting. As far as I understood from Michael's various
rants, he doesn't license his work under the GPL - please correct me if
I'm wrong.  On the other hand, you automagically license under the GPL
by the act of submissing to Robin.
Unfortunately Robin's v8.10 file, the format which we're still using,
has been unmaintained for three years now, therefore, if I'm correct
about the licensing, Michael's effort is pretty pointless, whichever
route we take: Either we're not permitted to use it because of his
incompatible licensing or we can't because Robin's v8.10 file is
unmaintained.

Cheers,
    Martin.
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Re: [Flightgear-devel] git

2011-09-30 Thread Michael Sgier
Durk, I only saw now the lszh ai. How should I create such for other airports?
Martin, I've no problem releasing all on GPL but I won't go asking all 
authors for permission nor be responsibly for any violations.Anyone having all 
permissions, feel free to integrate my Suisse04 airports in fgfs.
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-30 Thread Michael Robson

Hi,

Thanks for your replies with regards to this subject.

It is all starting to make some sense now.  If I understand correctly then, the 
C++ module generates an in-memory texture that the xml files reference for 
displaying within the OSG tree.  This texture is being continually re-generated 
to provide a 'dynamic texture'!

Can I assume that this this is the standard way to generate dynamic graphical 
information on screen?

Essentially what I am looking to do is create some instruments of my own with 
some detailed generation of graphical entities that are being continually 
updated.  I am therefore assuming that a 'dynamic texture' is the way to go 
with this.  If there is another way, perhaps better, then I am open to 
suggestions!

Regards,

Robbo
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Re: [Flightgear-devel] git

2011-09-29 Thread Michael Sgier
Thorsten: I had an account and created a ssh key. Now it has a red cross below 
ready in gitorious. Something wrong with that?
Now the fgdata clone should be on my pc alike the fgfs wiki or where? How to 
push or put a merge request??
Durk: I've only seen some lone hangars with terrasync but no probably not all 
as they are for 850 format. As HB-GRAL stated some airports are way off in old 
810 format, so using a custom start or tower view location from my 
groundnetworks might put you anywhere. But I've even had a dispute with Robin, 
so I've to check back 850 airport locations as soon as they're in git.Are 850 
already in git? Peter, I've also to adjust scenery height. Suisse04 scenery 
won't be GPL'd mainly because it uses different licences. In fact I didn't 
bother all authors about such, also because I don't like the idea of some 
people making money with freeware. Daniel Gauthier for example told me that it 
must be free of charge! Not GPL compatible then!...
http://www.swissfir.org/downloads/Scenery/Gauthier/Gauthier.html
Thanks and cheers
Michael
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Re: [Flightgear-devel] git

2011-09-28 Thread Michael Sgier
Weather is still broken... Ok now I try my first upload and 
get:--michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git commit 
--amend --author='Michael Sgier scrat_h...@yahoo.com'
[master 8a14694] Michael Sgier first git uploads
 Author: Michael Sgier scrat_h...@yahoo.com
 Committer: michael michael@ubuntu.(none)
Your name and email address were configured automatically based
on your username and hostname. Please check that they are accurate.
You can suppress this message by setting them explicitly:

git config --global user.name Your Name
git config --global user.email y...@example.com

If the identity used for this commit is wrong, you can fix it with:

git commit --amend --author='Your Name y...@example.com'

 11 files changed, 874 insertions(+), 0 deletions(-)
 create mode 100644 Input/Joysticks/CH/pro-yoke-usb-zoomKeys.xml
 create mode 100644 Scenery/Airports/L/S/G/LSGS.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/G/LSGS.twr.xml
 create mode 100644 Scenery/Airports/L/S/M/LSMP.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/M/LSMP.twr.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZB.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZB.twr.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZC.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZC.twr.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZS.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZS.twr.xml
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push origin master
fatal: The remote end hung up unexpectedly
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push 
fatal: The remote end hung up unexpectedly
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ 



Am I doing something wrong or do I need permissions etc.?
Cheers Michael




--- On Tue, 9/27/11, Curtis Olson curtol...@gmail.com wrote:

From: Curtis Olson curtol...@gmail.com
Subject: Re: [Flightgear-devel] git
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Tuesday, September 27, 2011, 5:25 PM

On Tue, Sep 27, 2011 at 4:00 AM, Michael Sgier wrote:


HiI've messed up weather in fgdata. How could i discard local changes and only 
get changes/original files? Git says to be up to date but weather is broken.

Later I'll do my first upload. (groundnetworks.xml etc.) I do alike the wiki 
and after commit simply do a git push?
Hi Michael,


If you know the specific file(s) that need to be returned to official git head 
version, then just run:
git checkout file1 file2 file3 ...
That (unceremoniously and without any confirmation) will discard your local 
changes to those named files.


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[Flightgear-devel] git

2011-09-27 Thread Michael Sgier
HiI've messed up weather in fgdata. How could i discard local changes and only 
get changes/original files? Git says to be up to date but weather is 
broken.Later I'll do my first upload. (groundnetworks.xml etc.) I do alike the 
wiki and after commit simply do a git push?Thanks Michael
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Re: [Flightgear-devel] fgfs hangs while loading scenery

2011-09-25 Thread Michael Sgier

No, now the fix by: Csaba Halász finally seems to work fine. Thanks Csaba.


--- On Sun, 9/25/11, jorg van der venne jorgvanderve...@googlemail.com wrote:

From: jorg van der venne jorgvanderve...@googlemail.com
Subject: Re: [Flightgear-devel] fgfs hangs while loading scenery
To: Michael Sgier scrat_h...@yahoo.com, FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: Sunday, September 25, 2011, 12:48 PM

Are you sure it's altitude related? Can you provide a way to reproduce the 
problem?

-Jorg

2011/9/15 Michael Sgier
 scrat_h...@yahoo.com


As soon as i change altitude of some .ac in .stg fgfs hangs at loading 
scenery No my syntax is ok i can also cut half .stg to load ok but not more. 

sighwasted 2 hours on such crap...





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[Flightgear-devel] startpos broken?

2011-09-25 Thread Michael Sgier
I cannot get to a parkpos wheter loading with fgrun nor afterwards with moving 
the airplane.Why? Is it broken in Git?
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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-24 Thread Michael Sgier
Still no luck here.Could anyone push it so i can do a git pull?
Thanks

--- On Fri, 9/23/11, Thomas Albrecht ra...@web.de wrote:

From: Thomas Albrecht ra...@web.de
Subject: Re: [Flightgear-devel] FG hangs on loading scenery when using many 
objects
To: flightgear-devel@lists.sourceforge.net
Date: Friday, September 23, 2011, 11:24 PM

Hey Csaba,
hey Geoff,

thanks a lot for looking into this! 

 void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp*
 framestamp, ? ? ? ? ? ? ? ? ? ? ? ? ???NodePath path)
 {
 ? ? //SG_LOG(SG_GENERAL, SG_ALERT, SGPagedLOD::forceLoad( 
 ? ? //getFileName(getNumChildren())  ));

 And now the crazy part! If I uncomment this logging, everything
 suddenly works, even with 20k objects:

Same here -- uncommenting this part in simgear/scene/model/SGPagedLOD.cxx
fixes the issue for me, too. 20k objects were loaded within 10 sec on my P4 
2.4 GHz, though frame rate is ~5 then...

Cheers,
Tom

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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-23 Thread Michael Sgier
Hi cannot find it. grep -r nor Qtcreator find it, which files are those or how 
should i search?

I gets worse on my PC. I've several sceneries that hang so I need to 
investigate.Thanks

--- On Thu, 9/22/11, Csaba Halász csaba.hal...@gmail.com wrote:

From: Csaba Halász csaba.hal...@gmail.com
Subject: Re: [Flightgear-devel] FG hangs on loading scenery when using many 
objects
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Thursday, September 22, 2011, 3:13 AM

On Wed, Sep 21, 2011 at 11:07 PM, Thomas Albrecht ra...@web.de wrote:

 On machine (much slower than yours: Pentium 4 2.4 GHz, 1.5GB DDR), FG hangs
 when using ~2300 objects.

Here, with AMD 605e 2.3GHz, it hangs at around 5800 objects, with the
CPU behaviour you described. Going slightly higher, from around 6000,
FG starts to burn CPU again, but nevertheless won't get any result.

Looking into the problem, seems the scenery is loaded eventually, but
the fdm is not initialized so this check never passes:

        if (globals-get_tile_mgr()-isSceneryLoaded()
              fgGetBool(sim/fdm-initialized)) {

Now, the FDM init code has this:

    if (globals-get_scenery()-scenery_available(geod, range)) {
        SG_LOG(SG_FLIGHT, SG_INFO, Scenery loaded, will init FDM);

That in turn ends up at:

    simgear::CheckSceneryVisitor csnv(getPagerSingleton(), toOsg(p),
range_m, framestamp);
    // currently the PagedLODs will not be loaded by the DatabasePager
    // while the splashscreen is there, so CheckSceneryVisitor force-loads
    // missing objects in the main thread
    get_scene_graph()-accept(csnv);
    if(!csnv.isLoaded())

Finally we arrive at:

void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp* framestamp,
                           NodePath path)
{
    //SG_LOG(SG_GENERAL, SG_ALERT, SGPagedLOD::forceLoad( 
    //getFileName(getNumChildren())  ));

And now the crazy part! If I uncomment this logging, everything
suddenly works, even with 20k objects:
http://i53.tinypic.com/wwn12f.png
Sounds like some timing/threading issue to me.

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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-22 Thread Michael Sgier
Yes, I only found out that sometimes it can load after a restart... Mostly it 
hangs in conjunction with terragear trying to load terrain that I've flown 
multiple times already. So apart as Csaba mentioned, there might be some 
terragear code to improve as well?


--- On Thu, 9/22/11, Csaba Halász csaba.hal...@gmail.com wrote:

From: Csaba Halász csaba.hal...@gmail.com
Subject: Re: [Flightgear-devel] FG hangs on loading scenery when using many 
objects
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Thursday, September 22, 2011, 3:13 AM

On Wed, Sep 21, 2011 at 11:07 PM, Thomas Albrecht ra...@web.de wrote:

 On machine (much slower than yours: Pentium 4 2.4 GHz, 1.5GB DDR), FG hangs
 when using ~2300 objects.

Here, with AMD 605e 2.3GHz, it hangs at around 5800 objects, with the
CPU behaviour you described. Going slightly higher, from around 6000,
FG starts to burn CPU again, but nevertheless won't get any result.

Looking into the problem, seems the scenery is loaded eventually, but
the fdm is not initialized so this check never passes:

        if (globals-get_tile_mgr()-isSceneryLoaded()
              fgGetBool(sim/fdm-initialized)) {

Now, the FDM init code has this:

    if (globals-get_scenery()-scenery_available(geod, range)) {
        SG_LOG(SG_FLIGHT, SG_INFO, Scenery loaded, will init FDM);

That in turn ends up at:

    simgear::CheckSceneryVisitor csnv(getPagerSingleton(), toOsg(p),
range_m, framestamp);
    // currently the PagedLODs will not be loaded by the DatabasePager
    // while the splashscreen is there, so CheckSceneryVisitor force-loads
    // missing objects in the main thread
    get_scene_graph()-accept(csnv);
    if(!csnv.isLoaded())

Finally we arrive at:

void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp* framestamp,
                           NodePath path)
{
    //SG_LOG(SG_GENERAL, SG_ALERT, SGPagedLOD::forceLoad( 
    //getFileName(getNumChildren())  ));

And now the crazy part! If I uncomment this logging, everything
suddenly works, even with 20k objects:
http://i53.tinypic.com/wwn12f.png
Sounds like some timing/threading issue to me.

-- 
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Re: [Flightgear-devel] too many scenery objects

2011-09-19 Thread Michael Sgier
John, it's not crashing. It's possible to either fly to an airport or move the 
plane position aircraft on ground. It only hangs if you select directly an 
airport for ex. TNCM. Try and convert TNCM to see the effect. 

So I guess it's maybe the number of objects that makes fgfs hanging only at 
directly loading an airport. For now I'm lost in the code, let me know if you 
find something. --
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[Flightgear-devel] too many scenery objects

2011-09-18 Thread Michael Sgier
Hi
 After converting Suisse04 fgfs hangs while loading lszg. But I can position 
aircraft on ground and it seems to load 
objects only after looking at. Therefore i suspect too many objects and is also 
the same for other big airports alike TNCM etc.

Qtcreator gets slower and slower before and stops completely before outputting 
any infos. So how should i approach this?
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[Flightgear-devel] Compile on Linux

2011-09-16 Thread Michael Sgier
Hi
seems that for bigger sceneries the maximal objects number needs to be 
increased. Ok so I tried  

again to compile, worked before, but now after playing with git commands within 
Qtcreator 

I get in Qtcreator lots of errors from the test directory about nondeclared 
Point3D etc.

Even Eclipse stopped working and complains now: no rule to make all

I'll leave for today and have a look at that tomorrow. Thanks for getting me 
going and 

maybe some hints on where/how to increase the number of scenery objects.
Michael
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[Flightgear-devel] fgfs hangs while loading scenery

2011-09-15 Thread Michael Sgier
As soon as i change altitude of some .ac in .stg fgfs hangs at loading scenery
 
No my syntax is ok i can also cut half .stg to load ok but not more. 


sighwasted 2 hours on such crap...--
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[Flightgear-devel] Scenery textures alike Brest

2011-09-14 Thread Michael Sgier
Hi
anyone can tell me how to change scenery textures? As they are so beautiful, 
sigh, I want to change 

to maybe some google texture i have or other alike Switzerland pro etc.

How was Brest done? I see the materials added but wonder about the changes in 
*.stg files.

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[Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
Hi

for inspecting the upcoming Swiss airports, I obviously needed to zoom out (see 
my posts in the forum's hardware and scenery 
section)

Apt.dat 8.5 will be a great move forward but local weather is ugly. Only one 
tile seems to be rendered, everything outside 
is black. And yea scenery textures...sigh...I've no idea on how to implement 
for ex. google textures (which I've 
downloaded once for x-plane' Switzerland area) Any hints?

Also throughout 3D clouds would be a very nice addition.
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Re: [Flightgear-devel] Cmake

2011-09-12 Thread Michael Sgier
why not use: qmake?


as described here:

http://forums.x-plane.org/index.php?showtopic=48012






From: Mathias Fröhlich mathias.froehl...@gmx.net
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Monday, September 12, 2011 8:25 AM
Subject: Re: [Flightgear-devel] Cmake


Hi Durk,

On Sunday, September 11, 2011 21:29:28 Durk Talsma wrote:
 My error was in SimGear, and your fix was for FlightGear, it I'm correct.
 So, I'm not sure if that would fix it.
Hmm, then probably not...
... but I have done the same change in the identical file in simgear now.
I did not know that there ist also the same one :-/

Greetings

Mathias

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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
Thanks I'll search for Brest.See some screens. Default before and after using 
local weather. both with high z

http://www.bilder-space.de/show_img.php?img=0c3153-1315821982.jpgsize=original

http://www.bilder-space.de/show_img.php?img=460878-1315821939.jpgsize=original



--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi wrote:

From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, September 12, 2011, 9:22 AM

 for inspecting the upcoming Swiss airports, I obviously needed to zoom
 out (see my posts in the forum's hardware and scenery
 section)

After looking through the Forum - I guess what you mean is that you want a
viewpoint from high above (outer space)?

As established in lengthy discussions with vitos which you can read up at
your leisure, Flightgear isn't designed to show the planet from outer
space.

 Apt.dat 8.5 will be a great move forward but local weather is ugly.

You're not forced to use it... It obviously will not work for a view from
outer space (there's a reason it's called 'Local Weather' rather than
'Planetary Weather System Simulation').

 Only  one tile seems to be rendered, everything outside
 is black.

That sounds like using the skydome shader and badly configured
visibility/bare LOD distance.

 And yea scenery textures...sigh...I've no idea on how to
 implement for ex. google textures (which I've
 downloaded once for x-plane' Switzerland area) Any hints?

There's aerial photograph texture around Brest available where you can see
how it is done.

 Also throughout 3D clouds would be a very nice addition.

No idea what you mean. We now have most cloud types in 3d, expept those
which *really* *don't* *work* in 3d (very structured Cirrus).

Cheers,

* Thorsten




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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
no definitely not not even your explanations...so i have to live with such as 
local weather is not capable of doing
such? ok no problem



--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi wrote:

From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, September 12, 2011, 12:24 PM

 See some screens. Default before and after
 using local weather. both with high z

Yes, just shows that you haven't understood the issue.

Fact 1: The Scattering Skydome shader doesn't work for low visibility
(100 km) because the haze it creates (the yellow-black stuff) doesn't
blend with the terrain haze. It works for large visibility because then
the terrain covers the yellow-black stuff all the way to the horizon

Fact 2: Local Weather has its own vertical visibility model which
determines what you get to see, so you can press 'z' all day long and it
won't do anything. In particular, for performance reason Local Weather
usually restricts the visibility to less than 50 km.

Consequence: You go from a situation at high altitude where visibility is
maxed out and the scattering shader works to a situation where visibility
is quite restricted and the scattering shader's problems are not hidden
any more.

This has *nothing* to do with Local Weather, it's only related to the
value of /environment/visibility-m at your position. If you use a low
value with Global Weather, you'll see the same black stuff coming up, if
you instruct Local Weather to display a large aloft visibility, you get
this:

http://www.flightgear.org/forums/viewtopic.php?f=17t=13339start=15#p135799

Future advice: First: Understand issues involved. Then: start bitching if
necessary. Not the other way round.

Cheers,

* Thorsten


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Re: [Flightgear-devel] The future of FlightGear's support programs

2011-09-04 Thread Michael Sgier
Qgis looks very good, but not very simple to use. 

Anyone to create a tutorial in the forum?--
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[Flightgear-devel] camera

2011-08-31 Thread Michael Sgier
Hi
how should I approach if I want to zoom in /out with keyboard or joystick 
buttons? Very far to see all airport or even the whole planet alike x-plane.


in cameragroup.cpp - updateCameras  - viewport i suppose to set the values but 
how from the above?

something alike the fov I've tried in my joystick.xml:


   commandproperty-adjust/command
   property/sim/current-view/field-of-view/property
   step-1.0/step
   min0/min
  /binding
 /button

Thanks
Michael
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[Flightgear-devel] update // qtcreator // downloadcompile

2011-08-22 Thread Michael Sgier
Hi
with the current downloadcompile i get:
svn: OpenSceneGraph is already a working copy for a different URL
and the script stops.

2. trying to compile fgfs with qtcreator I get:
/media/DATA/FGFS/fgfs/flightgear/src/Autopilot/component.hxx:31: 
Fehler:simgear/props/propsfwd.hxx: No such file or directory

So i should update simgear?

3. any help on how to compile all in qtcreator but at same locations as the 
downloadcompile script?

Many thanks
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[Flightgear-devel] security

2011-08-21 Thread Michael Sgier


http://gigaom.com/apple/mac-botnet-how-to-ensure-you-are-not-part-of-the-problem/

http://www.zdnet.com/blog/security/safarimacbook-first-to-fall-at-pwn2own-2011/8358

I only hope someone is revising submitted code...--
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Re: [Flightgear-devel] [Flightgear-users] FlightGear v2.4 is Released!

2011-08-17 Thread Michael
Woohoo!  Nice job guys!

Michael
On Aug 17, 2011 10:12 AM, Curtis Olson curtol...@gmail.com wrote:
 Here is a quick announcement that FlightGear v2.4 is now officially
 released! You can read the full announcement on the flightgear.org web
site
 here:

 http://www.flightgear.org/announcements/flightgear-v2-4-0-released/

 A huge !!!THANK YOU!!! to all the developers and contributors involved in
 making this the best version of FlightGear ever!

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[Flightgear-devel] qtCreator

2011-07-30 Thread Michael Sgier


Hi
 how could I import Fgfs into a new qtCreator project? As stated here it might 
ease development on all 
OS?
http://forums.x-plane.org/index.php?showtopic=48012
Thanks
Michael

PS: I've downloaded a while ago the source and got, after compiling,  somehting 
alike fgfs needs data 2.2 but 
found 2.5. Simpy redownload the source? or even better setup git alike on the 
above link?--
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[Flightgear-devel] Ubuntu configure/update etc.

2011-07-16 Thread Michael Sgier
http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu

As the update with the above doesn't seem to work i try git now. What are the 
configure options if I want to keep it at the same location as with the above:

...
checking for library containing gluLookAt... -lGLU
checking for library containing glutGetModifiers... -lglut
checking for library containing alGenBuffers... -lopenal
checking for library containing alutInit... -lalut
checking simgear/version.h usability... yes
checking simgear/version.h presence... yes
checking for simgear/version.h... yes
checking for SimGear 2.3.0 or newer... [found 1.9.1] ... wrong version
configure: error: Install latest SimGear first...
michael@ubuntu:/media/DATA/FGFS/install/flightgear$ 

removed the old simgear 1.9 from /usr/*. Now the current git download/compiled 
simgear is at /media/DATA/FGFS/install/simgear.

Can I do alike or would i run into problems. And what ./configure options?
Thanks
Michael
PS: Later how to update only new stuff in DATA with git?
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Re: [Flightgear-devel] Dual-licensing question

2011-06-15 Thread Michael Sgier
As far as I know only the stronger matters. So it simply doesn't matter if you 
include another licence as the GPL always wins. As useless as copyright etc.


--- On Thu, 6/16/11, Ryan M tpbspamm...@gmail.com wrote:

From: Ryan M tpbspamm...@gmail.com
Subject: [Flightgear-devel] Dual-licensing question
To: flightgear-devel@lists.sourceforge.net
Date: Thursday, June 16, 2011, 3:39 AM

Stupid question about dual-licensing: Can I dual-license an aircraft
under both GPL2 and CC-BY (no -SA or -NC), and still have it placed into
fgdata?


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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-12 Thread Michael Sgier
http://www.androidzoom.com/android_games/cards_and_casino/flight-simulation_xcuh.html

how long should we tolerate such...
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Re: [Flightgear-devel] Terrain engine

2011-06-08 Thread Michael Sgier
quote fred: There is nothing that could prevent to release it under the GPL, 
but in
the light of
recent events (read FPS) I am not fond of releasing something that
couldn't be used..


true but why not follow the Android etc. examples to not put everything under 
GPL?






--- On Sun, 6/5/11, Frederic Bouvier fredfgf...@free.fr wrote:

From: Frederic Bouvier fredfgf...@free.fr
Subject: Re: [Flightgear-devel] Terrain engine
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Sunday, June 5, 2011, 7:17 PM

Le 05/06/2011 09:34, Michael Sgier a écrit :
 Salut Frederic
   what happened to the terrain engine, that you show at youtube? Could
 we get that into fgfs sometimes?
 Regards Michael

 On Sun, 2011-06-05 at 13:07 +0400, Slavutinsky Victor wrote:
   -Fred
  
  Little bit other topic.
  
  Hi Frederic, I have two questions for You.
  
  1) Can Your terrain engine be added in FG?
  2) Can it be fast enough for orbital flight with visibility ~500km and
  speed ~3km/h, ~8km/sec?
 There might be some more questions involved:
 3) Is it an accurate representation of the world or a procedural terrain
 engine.
 4) Are you willing to /and/ able to release it under the terms of the
 GPL.

My terrain engine is not ready and this project stalled another time
because of lack of
time on a long period. The code has nothing to do with FG except it uses
few classes
from SimGear, and the graphic engine is OSG. The file format is totally
different and
includes a precomputed LOD scheme (ROAM 2 for who's interested). It is
pictured in
this video : http://www.youtube.com/watch?v=7WYH27KyUBk
I let you juge if it could work for space flight.

The data used in the most recent videos are from the Custom Scenery
project and
the elevations are from SRTM. So it is real world data with the
potential to add some
procedurally generated small details to enhance detail levels at close
distance.

There is nothing that could prevent to release it under the GPL, but in
the light of
recent events (read FPS) I am not fond of releasing something that
couldn't be used
directly, but just stolen very easily. I am ok to think about some
restricted access
to the sources to known (core) developpers that are willing to
contribute to make
it usable and then included to the core if it pass the smell test.

Main current issues are :
1. realtime engine needs to be re-done using latest OSG DB features
2. atmospheric model (Bruneton's) produce artefacts for spheroidal earth
3. artefacts in shapefile clipping (something to do with the cylindrical
nature of longitudes)

 0) Does it meet the technical requirements for being used in
    FlightGear ?
I'll let you elaborate on this topic before I could answer.

Regards,
-Fred

-- 
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http://www.youtube.com/user/fgfred64       Videos


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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-07 Thread Michael Sgier
why not simply change the fgfs licence once and for all? Android is not all GPL 
anymore...we could do the very same.-

--- On Wed, 6/8/11, Gene Buckle ge...@deltasoft.com wrote:

From: Gene Buckle ge...@deltasoft.com
Subject: Re: [Flightgear-devel] Pro Flight Simulator
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Wednesday, June 8, 2011, 2:54 AM

On Wed, 8 Jun 2011, Arnt Karlsen wrote:

 On Tue, 7 Jun 2011 14:20:32 -0700 (PDT), Gene wrote in message
 alpine.lfd.2.00.1106071419190.27...@grumble.deltasoft.com:

 On Tue, 7 Jun 2011, Arnt Karlsen wrote:


 ..at the bottom of youtube pages, you find the Copyright link.
 Follow that, and we find in the Content Owner section, a new
 link to Copyright Infringement Notification with a nice form
 to fill out. ;o)

 ...and unless you're the one that created the video, that's fraud.

 ..music and images such as logos and liveries, also qualify
 as content, and I believe pirated music is the most common
 cause of take down notices.

 ...and unless you're the one that created the music, logos or
 liveries, that's fraud.

 ..correct, is why I suggest the logo and livery authors do it. ;o)
 And I agree I should have made that point more clearly.

...and showing video of logos  liveries is no more a copyright violation 
than my making a movie with FlightGear  FRAPS would be.

Look, if there was a legal way to stop these jackass thieves, it would 
have been taken care of already.  You really need to stop talking about 
crap you know nothing about.  Some poor soul is going to take you at your 
word and get him/herself into a world of hurt because of it.

g.



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[Flightgear-devel] Terrain engine

2011-06-05 Thread Michael Sgier
Salut Frederic
  what happened to the terrain engine, that you show at youtube? Could 
we get that into fgfs sometimes?
Regards Michael

--- On Sat, 6/4/11, Frederic Bouvier fredfgf...@free.fr wrote:

From: Frederic Bouvier fredfgf...@free.fr
Subject: Re: [Flightgear-devel] Please insert disk into drive F:
To: bre...@gmail.com, FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: Saturday, June 4, 2011, 3:28 PM


- ThorstenB a écrit :

 It's generally a bad idea to use absolute paths in model files (even
 if it's unix paths - and there's loads of /home/username/... in our
 model), since you can never be sure if it's working for anyone except
 the original author (see above). But only the Windows paths are known
 to have ugly side effects - so please at least avoid these...

The problem is that the Blender AC exporter generates these absolute path.
In the PLIB days, the loader simply ignored the path to just take the 
simple name.

-Fred

-- 
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http://www.youtube.com/user/fgfred64       Videos


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread Michael Sgier
It would be nice to get fgfred64's project finally into, as the current terrain 
seems outdated to me
http://www.youtube.com/watch?v=fkzsD95K_Jk



--- On Wed, 6/1/11, Slavutinsky Victor vitos...@mail.ru wrote:

From: Slavutinsky Victor vitos...@mail.ru
Subject: Re: [Flightgear-devel] High altitute/speed flights terrain engine 
problems
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Wednesday, June 1, 2011, 2:29 PM

 As I indicated in the Forum
 http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
 a solution to the problem would be to represent Earth from high altitude
 by pieces of a hires textured sphere (textures to be obtained from
 Celestia), with (at least as demo) a simple Nasal script controlling which
 pieces of the sphere are currently to be loaded.

As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all. Think You have more
productive computer while I have midproductive. We must orientate on
users with midproductive or even less powerful computers. Current FG
terrain engine can not be used on high altitude/speeds on current
midlevel computers and gotta be switched off anyway.

 I did some experiments with a textured sphere and found that I can't
 simply place an Earth-sized sphere at the coordinate origin - the model is
 apparently deemed to be too far away and isn't shown. Maybe there is a
 simple way to switch this off - but if not, a viable solution would be to
 use a nearer (co-moving) sphere bit which is kept in the precise
 proportion to the real thing as given by simple ray optics. Using this
 trick, I have managed to get a plausible ufo-above-Earth view within 35
 minutes work with a simple lowres (4096x4096) textured Earth.

Well, I suppose there is possible solution, as rising LOD of whole model
and LOD of Earth in model xml file. 

    animation
        typerange/type
        min-m0/min-m
        max-m100/max-m
    /animation

But what will You do in multiplayer?

 I believe all this is doable without significant modifications to the
 core. It may not be an elegant solution, but it can be picked up by anyone
 who is able to code a bit Nasal and can texture a model. Admittedly there
 are much more elegant solutions, and solutions which generalize to flights
 in the whole solar system, but I don't really see us getting started on
 that.

Again, in multiplayer You'll cover sky of other users with giant sphere
or will look as craft with big sphere aside for others. It's not only
not elegant, it's not solved problem really. Of course it possible to
make mutiplayer model without that sphere and so on, but normal things
gotta be common. Otherwise it makes problems what can not be solved.

 Cheers,
 
 * Thorsten

Cheers,

* Victor


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Re: [Flightgear-devel] OT: android/ipad development

2011-06-02 Thread Michael Sgier
Android here as well. Let me know if i can help...I was planning to look into 
such myself very soon.


--- On Sat, 5/21/11, Arnt Karlsen a...@c2i.net wrote:

From: Arnt Karlsen a...@c2i.net
Subject: Re: [Flightgear-devel] OT: android/ipad development
To: flightgear-devel@lists.sourceforge.net
Date: Saturday, May 21, 2011, 12:37 AM

On Fri, 20 May 2011 16:46:33 -0500, Curtis wrote in message 
banlktin6zx2k0yg-xktft9mp3mn-8pd...@mail.gmail.com:

 Hi Victhor,
 
 Thanks for the offer to help test.  We'll have to see how (and if?)
 this project shapes up and whether we end up going down the ios path
 or the android path or as someone else suggested, attempt to find a
 way to support both.  I have an android phone myself, but everyone
 else involved in this UAS project is mac so I'll probably get out
 voted. :-)
 
 Curt.
 

..add me to the Android vote. ;o)

 On Wed, May 18, 2011 at 5:06 PM, Victhor victhor.fos...@gmail.com
 wrote:
 
  I currently am in possession of a ARM Cortex-A8 development board,
  complete with graphics processor(PowerVR SGX) and Android support.
  If you need any hardware to test software on, I'll be willing to
  help. It has a screen, though pretty low res(480x272), and the LCD
  interface got a small issue, but I'll fix this very soon. It also
  has only 256 MB of RAM.
   On Wednesday, May 18, 2011 03:12:24 PM Curtis Olson wrote:
On Wed, May 18, 2011 at 1:58 PM, Claus Christmann
h...@gatech.edu
  wrote:
 Have you looked at the ground control station for the
 Parrot AR
  Drone?
 http://youtu.be/wtlp7jwvkd4
   
The Parrot AR drone is a cool product, but that's a proprietary
system, right?  In our case we would have significantly
different design and
  usage
goals compared to the parrot drone, but certainly we would need
to accomplish many of the same technical hurdles.
   
Our drone flies well beyond wifi range.  We are primarily
focused on outdoor use.  The parrot AR drone (as best as I can
tell from the
  videos
I've seen) is primarily a remote piloted vehicle -- with
computer stabilization.  It probably wouldn't take much to make
it fully autonomous, but that's not the primary usage that I've
seen.
   (Interactive
real/VR blended dog fights.)
   
Curt.
  
   Hi Curt,
  
   you are right in all of your points. I was just wondering if you
   simply
  looked
   at their software SDK (for a GCS). AFAIK their GCS is iPhone
   only, but
  some
   people have compiled it for Android. So maybe those guys could
   give you a
  hand
   for your GCS system.
  
   http://www.shellware.com/BlogEngine.Web/page/ARPro-for-Android.aspx
   is
  one
   example of an Android GCS for the Parrot.AR
  
   Good Luck,
  
   Claus
  
 
 
 
 
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[Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Michael Sgier
Oh good. I've sent that below to the author. Should be pretty simple but as I'm 
new to fgfs i'd appreciate any help with this project.---
Hello
  I've heard your plane could be integrated into Flightgear under the GPL 
licence?
If yes, I'll have a look at it and send you a huge thank you from the FGFS 
community.

Without licence restrictions I might even do a x-plane version, but I suppose 
that's not what
you would want, right?
I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is new 
to me.
http://x-plane.sgier.com/309.jpg

Let me know if that's ok for you?
Kind regards
Michael Sgier



--- On Sat, 3/19/11, Hal V. Engel hven...@gmail.com wrote:

From: Hal V. Engel hven...@gmail.com
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: flightgear-devel@lists.sourceforge.net
Date: Saturday, March 19, 2011, 6:47 PM



#yiv937329976 p, #yiv937329976 li {white-space:pre-wrap;}
 
On Saturday, March 19, 2011 12:01:19 AM Michael Sgier wrote:
 Yes, i wanna know as well, because x-plane also uses armatures. In Blender
 for X-plane i only enter a dataref name like battery_on etc. This would
 make aircraft conversions much easier and fast.
 A nice book...i guess I'd need to wait for the english version...


On the forum thread one post says that using an on-line transalation engine 
works OK.  All of the screen shots are of Blender with an English UI.


 but as i
 already finished a PC-12 for X-Plane, I probably move on :-)Hal are all
 downloadable *.blend files free to use or have any copyright? 


If you go to the web site it should have a statement about all of the models 
being free to use in FG and it's projects.   The author of the models (and 
ebook) was told when asking for permission to use these that FG needed these to 
be GPL compatible so he is aware that these will end up under GPL if they are 
used in FG. 


 I also
 remarked that Gimp has troubles with text as *.png. Therefore I mostly use
 PS 7 on Wine. BTW is someone working on integrating the current x-plane
 apt format?
 
 
 
 
 
 --- On Fri, 3/18/11, Hal V. Engel hven...@gmail.com wrote:
 
 From: Hal V. Engel hven...@gmail.com
 Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
 possible? To: flightgear-devel@lists.sourceforge.net
 Date: Friday, March 18, 2011, 8:39 PM
 
 
 
 #yiv1446985333 p, #yiv1446985333 li {white-space:pre-wrap;}
 
 On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
  Hi Hal,
  
  Oh yes, it is possible. But not easy.
  
  Hal V. Engel wrote:
   I have been able to get a AC3D export but of course all of the
   armature stuff is gone and all I have at that point is a static model
   that can not be animated.
  
  The export process from Blender may not be the problem. _If_ each limb
  is correctly defined separately, and a child of the parent limb, then
  the hard part is generating the _xml_ file that defines the center of
  rotation of each limb's connection, and how it rotates. Each limb needs
  between 1 and 3 axis properties.
  Take a look at the animated walker in the Bluebird aircraft.
  
  Stewart
  http://seahorseCorral.org/flightgear_aircraft
 
 Sorry I should have been clearer.   I didn't mean to imply that the AC3D
 export was not working.   Rather only that all it created from this
 armature based model is a static model that had very limited posibilities
 for animation.  You are correct that if  ..each limb is correctly defined
 separately, and a child of the parent limb.. for non-armature animation
 that the export would likely work OK.
 
 
 The model I am looking at only has one mesh for the body including arms,
 hands, fingers, figer tips, thumb, legs and feet.  This mesh is drapped
 over a set of armatures (bones) and it is designed to be animated by
 moving the bones with that mesh following them (IE. no visiable seams). 
 AC3D has no support for armatures as far as I can tell so this imformation
 is lost on export and I end up with a mesh that is the shape that the
 model was posed in when it was exported.
 
 
 Inside of Blender I can pull, push and/or rotate the bones to pose the
 model in extreamly precise ways even down to changing the grip of the
 hands to fit around controls.  The exported AC3D model can be made to fit
 very nicely into the cockpit but the only thing that can be animated is
 the head because it is a seperate mesh from the rest of the model.  
 Inside of Blender the posing process is actually very elegant as all of
 the bones know how they are connected and everything moves together as it
 should when one part of moved.  That is if you rotate the forarm the hands
 and fingers follow along with no need to move them seperately.  I am not
 sure (I am new to this 3D stuff) but it seams to me that the same types of
 transformations should happen when the bones are animated in sim/game (IE.
 move the hand with the stick and the fingers, finger tips, thumb, forarm
 and upper arm should follow

Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Michael Sgier
Yes the author gave me the same answer via email. Such a nice plane, would be a 
huge pitty to not have in fgfs! But I'm pretty fed up of blendering...maybe i 
do 
a flying GPL model so others can jump in for the cockpit or so.

--- On Sun, 3/20/11, Hal V. Engel hven...@gmail.com wrote:

From: Hal V. Engel hven...@gmail.com
Subject: Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it 
possible?
To: flightgear-devel@lists.sourceforge.net
Date: Sunday, March 20, 2011, 4:00 PM



#yiv468458965 p, #yiv468458965 li {white-space:pre-wrap;}
 
On Sunday, March 20, 2011 12:07:35 AM Michael Sgier wrote:
 Oh good. I've sent that below to the author. Should be pretty simple but as
 I'm new to fgfs i'd appreciate any help with this project.---
 Hello
   I've heard your plane could be integrated into Flightgear under the GPL
 licence? If yes, I'll have a look at it and send you a huge thank you from
 the FGFS community.
 
 Without licence restrictions I might even do a x-plane version, but I
 suppose that's not what you would want, right?
 I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is
 new to me. http://x-plane.sgier.com/309.jpg
 
 Let me know if that's ok for you?
 Kind regards
 Michael Sgier
 
 




He already has the following on his web site for the P-40B.


You may use this model as the base for your airplane in any flight simulator 
(Flight Gear, x-plane, etc.). I just require that your model should be free 
(non-commercial), and in a comment you should mention, that it was based on my 
work.
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Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Michael Sgier
ahmm he said FREE so that's not GPL compatible? So we need another licence 
then...to keep off fu* resellers.

--- On Sun, 3/20/11, Michael Sgier scrat_h...@yahoo.com wrote:

From: Michael Sgier scrat_h...@yahoo.com
Subject: Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it 
possible?
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Sunday, March 20, 2011, 4:55 PM

Yes the author gave me the same answer via email. Such a nice plane, would be a 
huge pitty to not have in fgfs! But I'm pretty fed up of blendering...maybe i 
do 
a flying GPL model so others can jump in for the cockpit or so.

--- On Sun, 3/20/11, Hal V. Engel hven...@gmail.com wrote:

From: Hal V. Engel hven...@gmail.com
Subject: Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it 
possible?
To: flightgear-devel@lists.sourceforge.net
Date: Sunday, March 20, 2011, 4:00 PM



#yiv1781820285  p, #yiv1781820285  li {white-space:pre-wrap;}
 
On Sunday, March 20, 2011 12:07:35 AM Michael Sgier wrote:
 Oh good. I've sent that below to the author. Should be pretty simple but as
 I'm new to fgfs i'd appreciate any help with this project.---
 Hello
   I've heard your plane could be integrated into Flightgear under the GPL
 licence? If yes, I'll have a look at it and send you a huge thank you from
 the FGFS community.
 
 Without licence restrictions I might even do a x-plane version, but I
 suppose that's not what you would want, right?
 I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is
 new to me. http://x-plane.sgier.com/309.jpg
 
 Let me know if that's ok for you?
 Kind regards
 Michael Sgier
 
 




He already has the following on his web site for the P-40B.


You may use this model as the base for your airplane in any flight simulator 
(Flight Gear, x-plane, etc.). I just require that your model should be free 
(non-commercial), and in a comment you should mention, that it was based on my 
work.
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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Michael Sgier
Yes, i wanna know as well, because x-plane also uses armatures. In Blender for 
X-plane i only enter a dataref name like battery_on etc.
This would make aircraft conversions much easier and fast.
A nice book...i guess I'd need to wait for the english version...but as i 
already finished a PC-12 for X-Plane, I probably move on :-)Hal are all 
downloadable *.blend files free to use or have any copyright?
I also remarked that Gimp has troubles with text as *.png. Therefore I mostly 
use PS 7 on Wine.
BTW is someone working on integrating the current x-plane apt format?





--- On Fri, 3/18/11, Hal V. Engel hven...@gmail.com wrote:

From: Hal V. Engel hven...@gmail.com
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: flightgear-devel@lists.sourceforge.net
Date: Friday, March 18, 2011, 8:39 PM



#yiv1446985333 p, #yiv1446985333 li {white-space:pre-wrap;}
 
On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
 Hi Hal,
 
 Oh yes, it is possible. But not easy.
 
 Hal V. Engel wrote:
  I have been able to get a AC3D export but of course all of the
  armature stuff is gone and all I have at that point is a static model
  that can not be animated.
 
 The export process from Blender may not be the problem. _If_ each limb
 is correctly defined separately, and a child of the parent limb, then
 the hard part is generating the _xml_ file that defines the center of
 rotation of each limb's connection, and how it rotates. Each limb needs
 between 1 and 3 axis properties.
 Take a look at the animated walker in the Bluebird aircraft.
 
 Stewart
 http://seahorseCorral.org/flightgear_aircraft




Sorry I should have been clearer.   I didn't mean to imply that the AC3D export 
was not working.   Rather only that all it created from this armature based 
model is a static model that had very limited posibilities for animation.  You 
are correct that if  ..each limb is correctly defined separately, and a child 
of the parent limb.. for non-armature animation that the export would likely 
work OK.  


The model I am looking at only has one mesh for the body including arms, hands, 
fingers, figer tips, thumb, legs and feet.  This mesh is drapped over a set of 
armatures (bones) and it is designed to be animated by moving the bones with 
that mesh following them (IE. no visiable seams).  AC3D has no support for 
armatures as far as I can tell so this imformation is lost on export and I end 
up with a mesh that is the shape that the model was posed in when it was 
exported.  


Inside of Blender I can pull, push and/or rotate the bones to pose the model in 
extreamly precise ways even down to changing the grip of the hands to fit 
around controls.  The exported AC3D model can be made to fit very nicely into 
the cockpit but the only thing that can be animated is the head because it is a 
seperate mesh from the rest of the model.   Inside of Blender the posing 
process is actually very elegant as all of the bones know how they are 
connected and everything moves together as it should when one part of moved.  
That is if you rotate the forarm the hands and fingers follow along with no 
need to move them seperately.  I am not sure (I am new to this 3D stuff) but it 
seams to me that the same types of transformations should happen when the bones 
are animated in sim/game (IE. move the hand with the stick and the fingers, 
finger tips, thumb, forarm and upper arm should follow automatically).  But 
maybe I'm wrong.


The walker model is much like the existing modern pilot that is part of the 
P-51D.  Very unnatural and complex to animate and with seams at the joints that 
are visible.


The OSG docs I have looked at indicate that it supports armature based 
animation.  So in theroy if I can get the armature based blender pilot into a 
correct OSG 3D file then it should be possible to animate it and the animation 
should be fairly elegant.  But it appears that the Blender OSG exporter is 
broken.  It also appears that no one has tried doing armature based animation 
with any file format from with in FG yet.  So I don't even know at this point 
if this will work with the correctly formed 3D files.  What I am really trying 
to get at is:


1.  Will this work from with in FG?


2. If so how do I get well formed armature based 3D files that will work with 
OSG out of Blender (I don't care what format it is as long as OSG understands 
it)?


Hal


 


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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Michael Sgier
@Hal could we get a link?@Stewart. Seems you live in a beautiful nature 
surrounding. I've to go there once. Kind of adventure your living...
X-Plane 10 is delayed until fall so where is FGFS 2.2? Recently i stumbled 
across a OSX/Linux installer based on Loki but cannot refind it. 




--- On Fri, 3/18/11, S Andreason sandrea...@gmail.com wrote:

From: S Andreason sandrea...@gmail.com
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Friday, March 18, 2011, 3:08 PM

Hi Hal,

Oh yes, it is possible. But not easy.

Hal V. Engel wrote:

 I have been able to get a AC3D export but of course all of the 
 armature stuff is gone and all I have at that point is a static model 
 that can not be animated.


The export process from Blender may not be the problem. _If_ each limb 
is correctly defined separately, and a child of the parent limb, then 
the hard part is generating the _xml_ file that defines the center of 
rotation of each limb's connection, and how it rotates. Each limb needs 
between 1 and 3 axis properties.
Take a look at the animated walker in the Bluebird aircraft.

Stewart
http://seahorseCorral.org/flightgear_aircraft

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[Flightgear-devel] fgfs on Android source request

2011-02-20 Thread Michael Sgier

googling for: android flightgear
i got something on: appBrain

any android user pls buy and post the source. It's only my technical interest  
but if we don't get the sources we can sue...




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Re: [Flightgear-devel] fgfs on Android source request

2011-02-20 Thread Michael Sgier

yes i saw this:
 This site offered the FlightGear (ProFl*Sim) package for Android until
 a few hours ago:
 http://de.appbrain.com/app/flightgear/com.flightgear

Still this is online:http://de.appbrain.com/app/flight-gear/com.perfectflight
let me know if anyone can buy it and show the source. I really was 
surprisedi never would have given this guy such programming knowledge.In 
fact i'd want to look at that but am currently stuck at native c++ glut via 
Android's NDK. Probably it would need to use the glut android port.




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[Flightgear-devel] fgfs 2.2 licence

2011-02-16 Thread Michael Sgier
so what happened to fgfs 2.2? can we get a Linux installer as well?

as it's not yet released, what about changing licence to something alike CC 
etc.(see the forum) Android uses Apache licence...I didn't read those but am 
sure that there's one to keep off jerks.




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Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge Request

2011-02-16 Thread Michael Sgier
i doubt...have a look at FSX. Even commercial products alike xtraffic etc use 
such liveries.

--- On Thu, 2/17/11, Jack Mermod jackmer...@gmail.com wrote:

From: Jack Mermod jackmer...@gmail.com
Subject: Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge 
Request
To: Devel List flightgear-devel@lists.sourceforge.net
Date: Thursday, February 17, 2011, 3:45 AM

Hi,
Technically, all these logos are under trademark:
http://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/737-100/Models/Liveries/731CA.png;h=43cfc5a15abb392519e1f95d34951d410d3c3c80;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/737-100/Models/Liveries/731continw.png;h=2c7854e28f50ebfd270551fea6ee17c161ca56a6;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/747-400/Models/Liveries/KLM.png;h=fb5a5e15737ff7d45cb4b6c4ecae1c664221fd4c;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/ACA.png;h=24cab3acc9be66ffa819d4b86b3d269d6c5c146d;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/AFR.png;h=feb509950de44037ee2ffe72d99e803820f2078c;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/ANZ.png;h=6ac933fa22c33e0f0b637c032cdc473108fee367;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/AUA.png;h=6fa2d4d95c4e614bb67b
a3514a09d60b253e45d7;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/BAW.png;h=c13d743667bf7de26df391ee1baf6627f012ae9b;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/UAL.png;h=5c93dbbe501aa1a44adbaeac305e4a637ff8adec;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/777-200/Models/DAL-Livery.png;h=e516842b15c4cd8e42c3f20dd2bbd9e1cfcebb8e;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/777-200/Models/KLM.png;h=76ca78871b1b5cd58eb0533aefc91eb63b5e7149;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ec135/Models/fuselage.adac.png;h=effa8b73133ad6991dc615ea670b5a3db58dcc0e;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ec135/Models/fuselage.anwb.png;h=f4ca4abcc551aeca443ca68b06f60006ef84af12;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ZivkoEdge/Models/Liveries/Fuse
lage-RedBull.png;h=4af09d1cb79a04528b824447190bc68e809ecceb;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ZivkoEdge/Models/Liveries/WingTail-RedBull.png;h=592707498df5f8f923b2c9da1f3e9a68370ddd7e;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/Zlin-50lx/Models/Liveries/red-bull.png;h=d60378d6af8635efc3f5b15a1345e2a810f65fcb;hb=HEAD
I can dish out links all day if I have to

And go ahead, get them removed. ;) You know what you'll have accomplished when 
you're finished? You'll have deleted hundreds of hours of work, all in paranoia 
of a lawsuit that will never happen.
Unless you wish to delete nearly all our liveries, all of you that do not wish 
for my work to be committed are being well, hypocrites.

On the subject of my AH-1; I have removed the content for now, what other hoops 
do you want me to jump through? I'd like to see somebody commit it relatively 
soon, so my (somewhat) recent work can be included in the release.

Check Six,                 Jack
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[Flightgear-devel] Terrasync

2011-01-27 Thread Michael Sgier
Hi
i wanted to go to LSGS to see if the scenery based on Corinne data is in, as i 
read somewhere in the forum.Impossible in git...once i got terrain but since 
only water. did try anything including git pull, but not working with 
Ubuntu.Will it be possible oneday to use:
http://sirx.flightsimulatorcenter.com/
with the corine data?Cheers Michael




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[Flightgear-devel] Fw: Re: [x-plane-dev] runway taxiway markings...

2011-01-19 Thread Michael Sgier
oops wrong ng?

--- On Wed, 1/19/11, Michael Sgier scrat_h...@yahoo.com wrote:

From: Michael Sgier scrat_h...@yahoo.com
Subject: Re: [x-plane-dev] runway  taxiway markings...
To: x-plane-...@yahoogroups.com
Date: Wednesday, January 19, 2011, 7:33 PM

Hi Gene maybe we should ask Ben Supnik, as Tim mentioned.
--mmend http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics 
guy for XPlane and a very good writer; obviously they encounter many of the 
same issues.-And yes, also X-plane has sloped runways. Can be enabled in 
the settings. Someone already wrote a current xplane 9 format parser...maybe he 
knows?Cheers Michael
PS: or maybe also Robin Peel:http://data.x-plane.com/




 



  











  


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Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Michael Sgier
I don't see any reason for such, as it would need users to completely 
rebuild all airports.
Using current x-plane's apt.dat format, would give us instantly thousands 
of high quality airports ready to use from FS9/X and X-Plane!Even photo 
sceneries would need this?

--- On Tue, 1/18/11, Peter Sadrozinski psadrozin...@bellsouth.net wrote:

From: Peter Sadrozinski psadrozin...@bellsouth.net
Subject: Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic 
North
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Tuesday, January 18, 2011, 7:55 PM

I'm up for experimentation.

I think the customized texture approach holds the most promise.  I had 
already looked into some of the tools that mapnik uses to generate on 
the fly graphics for its tiles.  I can try a quick and dirty run to get 
some numbers for texture size vs texture clarity, and whatnot.

Pete

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[Flightgear-devel] FGFS for Android and ev. iphone?

2011-01-14 Thread Michael Sgier
Hi
would it be hard to compile a FGFS for Android and ev. iphone?

Android only supports Java? That would be the hardest thing to surmount?

Cheers Michael



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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-12 Thread Michael Sgier
Anyone could point me on where to change things if i want to make x-plane 9 
airport formats (apt.dat) being drawn on top of ground? ( to avoid FPS burden )
Not sure if i find time (and have sufficient c++ knwld.) but anyway would be 
interesting investigating.Thanks



--- On Tue, 1/11/11, Martin Spott martin.sp...@mgras.net wrote:

From: Martin Spott martin.sp...@mgras.net
Subject: Re: [Flightgear-devel] Scenemodels ground elevation update
To: flightgear-devel@lists.sourceforge.net
Date: Tuesday, January 11, 2011, 12:48 PM

Curtis Olson wrote:
 On Mon, Jan 10, 2011 at 10:09 AM, Jon Stockill li...@stockill.net wrote:
 
 Those things are marked as obstructions in the database, their elevation
 is fixed. (In this case we know the published height of the top, and the
 height of the model, and can place the base accordingly - this is done
 for all the FAA and FCC sourced models that we placed).
 
 
 Wonderful; glad to hear you account for this in your database scheme.

Credit goes to Jon, who did by far most of the work regarding
mass-imports of obstruction databases.

There's just one minor drawback hidden in this concept: Contributors
are slowly but steadily replacing the respective 'generic' models in
use as placeholders for aeronautical obstructions - which is Good
because it makes our Scenery nicer. Even though we may assume that
these customized models are being designed closely aligned with the
original building, probably not all of them are matching the criteria
of having the 'official' height as accurately as the generic ones did.

If we make the highest spot of these models align with the authritative
elevation, some of them may end up hovering above the surface if the
terrain elevation is too low  :-)
If anyone is having a solution at hand, feel free to contribute. Even
though some of the customized models have now been adjusted to the
current terrain elevation, we're still having backup copies of the
'original' data.

Cheers,
    Martin.
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