Re: [Flightgear-devel] FGData Split Completed

2011-10-22 Thread S Andreason
James Turner wrote:
>> Is there any recommended way to reference instruments outside the
>> aircraft's directory?
>> Currently I am using
>> ../../../Instruments-3d/alt-2/alt2.ac
>> and
>> ../../../Generic/Effects/smoke.png
>> etc.
>> 
>
> Please use:
>
> /Aircraft/Instruments-3d/alt-2/alt2.ac
> /Aircraft/Generic/Effects/smoke.png
>
> OR
>
> Instruments-3d/alt-2/alt2.ac
> Generic/Effects/smoke.png
>
> Either way is fine, and will work for the future.  
>   

Just to let you know, this is not backward compatible with earlier FG 
versions.
 > gofgfs-osg --aircraft=bluebird --airport=WA49
Running /usr/local/bin/fgfs-osg --fg-root=/usr/local/FlightGear/2.0/data 
--geometry=1024x768 --bpp=32 --aircraft=bluebird --airport=WA49
Failed to load submodel: Failed to load 3D model
 at 
/usr/local/FlightGear/2.0/data/Aircraft/bluebird/Instruments-3d/yoke/Aircraft/Instruments-3d/yoke/yoke.ac
Failed to load submodel: Failed to load 3D model
 at 
/usr/local/FlightGear/2.0/data/Aircraft/bluebird/Instruments-3d/yoke/Aircraft/Instruments-3d/yoke/yoke.ac
Failed to load model: Failed to load 3D model
 at 
/usr/local/FlightGear/2.0/data/Aircraft/bluebird/Instruments-3d/yoke/Aircraft/Instruments-3d/yoke/yoke.ac
Abnormal termination:  system code=11


I know you'll say everybody must upgrade, but I still see a lot of 
downloads of my models for older Fg versions. (Which does make sense for 
older graphics hardware.)

Stewart


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Re: [Flightgear-devel] FGData Split Completed

2011-10-22 Thread S Andreason
Cedric Sodhi wrote:
>  You will have to clone
> every aircraft which you would like to have as a git repository. And you
> should clone them into a different directory than fgdata (strongly
> recommented).
>   

Is there any recommended way to reference instruments outside the
aircraft's directory?
Currently I am using
../../../Instruments-3d/alt-2/alt2.ac
and
../../../Generic/Effects/smoke.png
etc.

In the new structure, these no longer point to $fgdata locations.

Either the model can't be run directly from the git directory structure,
or the paths need updating to another method.


I would like to say thank you for making it possible for me to update my
own aircraft. (bluebird)

Stewart on dialup, 3Kb/sec, 4 hr maximum per connection.

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

2011-03-19 Thread S Andreason
Hal V. Engel wrote:
>
> The model I am looking at only has one mesh [...clip...] drapped over 
> a set of armatures (bones) [...clip...] AC3D has no support for 
> armatures as far as I can tell so this imformation is lost on export
>

If it is only one mesh, then that says it all.

Correct. That technique is new, and not supported by AC3D.


> Inside of Blender the posing process is actually very elegant
>
Yes, Blender is more advanced, and I would say since aircraft are not 
organic and flex thus, it has not been a priority for the fg developers 
to focus in this direction. Only Detlef and myself have put effort into 
getting any body animations, from which other piloted aircraft and 
carriers have benefited. (Correct me if I'm missing something, Vivian)

> The walker model is much like the existing modern pilot that is part 
> of the P-51D.
I forget which pilot was version 1, but the current walker came about 
after Detlef and I improved the pilot.

> Very unnatural and complex to animate and with seams at the joints 
> that are visible.
I know, it is looking old already, but it is better than nothing.
I hope someone else will feel inspired, and be talented enough to pick 
up where I left off.

Stewart
http://seahorseCorral.org/flightgear_aircraft



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

2011-03-18 Thread S Andreason
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
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Re: [Flightgear-devel] Color change

2010-08-06 Thread S Andreason
Hi Peter,
Absolutely.
Look at the bluebird, the inside colors change with lighting and 
door-open-close, besides the usual livery choices. It is done with 
nasal, which changes properties that the model material tags point to.
Stewart


Peter Völk wrote:
> Hi there,
>
> is there a way to change colors of objects or submodels during flight? 
> Perhaps with nasal? For example i can imagine an arrow outside an 
> airplane that shows the resulting load factor and changes its color 
> due to the normal load factor from e.g. green to red...


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Re: [Flightgear-devel] null-FDM and UFO-FDM instrument outages

2010-02-20 Thread S Andreason
Hi John,

John Denker wrote:
>> I ran into the same problem with using generic instruments when 
>> developing the bluebird over 2 years ago. Some instruments rely on 
>> properties that are only updated by the FDM, and the ufo doesn't.
>> 
>
> That's valuable information. Can you be more specific?
>   
> Can you be more specific?  What nasal are we talking about?
> Which instruments?
>
>   
Sorry, I was attempting to provide hints, rather than the answer to 
everything.

Looking at Aircraft/bluebird/Instruments-3d/alt-2/alt2-3d-b.xml
and Aircraft/Instruments-3d/alt-2/alt2-3d.xml
Comparing the two reveals a dependance on 
/systems/electrical/outputs/instrument-lights in the generic version, 
which I thought wasn't powered without the engine running. Maybe this 
has changed a little in 2 years. Maybe it is running on battery, I see a 
small drain...

2nd.
diff Aircraft/bluebird/Instruments-3d/ai/ai-ufo.xml 
Aircraft/Instruments-3d/ai/ai.xml
includes a reference to 
/instrumentation/attitude-indicator/indicated-pitch-deg
which is not updated by ufo FDM.

3rd:
Aircraft/bluebird/Nasal/bluebird.nas
line# 2361 says position/altitude-agl needs updating,
which upon a second look, appears to no longer be true, as of FG 1.0 it 
does update.

Looking at your screenshot, I see the instruments that would be frozen 
or Off with --fdm=ufo are actually showing good information, so that 
must be from a replay?
It doesn't look as bad as I expected.


> That's an interesting hypothesis.  However, I see nothing in
> vor.xml to support this hypothesis.
>   

I was not looking at vor.

> There are lots of aircraft with no electrical bus.  I would
> consider it a bug in the instrument for it to demand an
> electrical bus and not implement a reasonable default.  This
> should be easy to fix.  Which instruments are you referring 
> to?  
>   

Just the one I mentioned. I thought it would be an indicator that other 
systems may depend on the same or similar workings to function.
Since it appears the ufo now has a battery, but no way to recharge, it 
is not the real problem you are looking for.

Stewart



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Re: [Flightgear-devel] null-FDM and UFO-FDM instrument outages

2010-02-19 Thread S Andreason
Hi John,

I ran into the same problem with using generic instruments when 
developing the bluebird over 2 years ago. Some instruments rely on 
properties that are only updated by the FDM, and the ufo doesn't.
So I wrote my own nasal to fill in those gaps, and/or I made my own 
instruments by modifying a line or two from the generic version.

In another case, the instrument(s) look to the property
systems/electrical/outputs
and so does not work because the ufo does not have an electrical bus. :)

Another property the ufo fdm does not update is
altitude-agl

etc. etc. So you can't change the FDM and expect everything that rely on 
a specific FDM, to keep working.

Stewart



John Denker wrote:
> Here's a mystery for you: Please take a look at
>   http://www.av8n.com/fly/fgfs/img48/null-fdm-instruments.png
>
> Most of the instruments are working, but the rate-of-turn 
> indicator and the Nav 1 CDI/GS needles are frozen.  You 
> can see from the property browser that the Nav receiver is
> properly tuned up and is trying to drive the needles.
>
> This is observed during playback using the null FDM.  The
> same sort of frozen instruments are observed using the UFO
> FDM.
>
>
> I have debugged this as far as I can.  I'm stuck.  I don't
> have any good hypotheses as to why some instruments are
> working while some parts of other instruments are not 
> working.
>   


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Re: [Flightgear-devel] severe erosion of the terrain

2010-02-06 Thread S Andreason
Curtis Olson wrote:
> I have no idea why the scenery would show up different in this view 
> for John ... maybe more issues of our code not being 100% compatible 
> with ATI hardware (or visa versa?)
>
It is not just the model view. All views _afterward_ are also missing 
the nearby scenery, and I can see distant mountains continue to load.

After the scenery disappears, the reported ground elevation,
/position/altitude-agl-ft = 9930
/position/ground-elev-ft = 0
is at sea level. So the scenery Fully vanished and is not just a drawing 
error on the graphics card.

The problem starts with the Metar string. Is it valid? or does the 
complete lack of clouds and fog cause the error?

It looks like the second question points to the problem.
With the metar statement,
/environment/visibility-m  = 159324

However without any metar statement, start up at airport=KLXV
 then press [z] until the clouds and fog completely disappear,
/environment/visibility-m > 128000
then switch through the views until model view comes up, the local 
scenery disappears,
and try switching to the other views... still No nearby scenery. 
Reducing visibility does not bring back the scenery.

However, if you switch to model view before changing the visibility-m
then it loads correctly, and continues to after changing the visibility 
upward.

Stewart


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[Flightgear-devel] error C5108 unknown semantics and C7011 implicit cast

2010-02-01 Thread S Andreason
Hi Tim,

I never got any response, so I guess my email got lost.
I am see a new error message with yesterday's cvs, so here is a new 
report with OSG_NOTIFY_LEVEL stepped up to DEBUG

http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz

search for "error" yields 40 results:

(25) : error C5108: unknown semantics "FACE" specified for "gl_FrontFacing"

and now also 21 results for:

(29) : warning C7011: implicit cast from "vec4" to "vec3"



Tim Moore wrote:
> glLinkProgram "" FAILED
> Program "" infolog:
> Fragment info
> -
> (25) : error C5108: unknown semantics "FACE" specified for
> "gl_FrontFacing"
>
>
> Has anybody else seen this?
>
> Stewart
>
> What hardware?

Linux 2.6.24, libc 2.7, gcc-4.2.3, windowmaker 0.92.0, glib 2.18.4
AMD Sempron 3000, Nvidia FX5200, driver 173.14.18

Stewart


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Re: [Flightgear-devel] RFC: Eye catching graphics in 2.0.0 / Splash screen update

2010-01-24 Thread S Andreason
Durk Talsma wrote:
> Secondly, because the new splash screen was so distinctly different, it seems 
> a good idea to me to update the splash screens for all our default aircraft. 
> After all, these screens are going to be the first visual impression of the 
> new version. Preferably somebody with extremely good photographic skills 
> should try to make a few good screen shots, and then frame them in a nice 
> context. Any takers (Heiko, hint, hint. :-) )? Time permitting, I'm also 
> willing to update a few.
>
>   
Hi,

I have updated my splash screen, could I get somebody to commit to cvs 
please?
http://seahorseCorral.org/data/bluebird-10.39-submit.tar.bz2

Thank you,
Stewart


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Re: [Flightgear-devel] SoundSystem ALC error

2010-01-21 Thread S Andreason
Hi Erik,

Erik Hofman wrote:
> Ok, I've committed a work around that silently catches any error prior 
> to calling alutLoadWAVFile(). Should be good enough for the next release.
>   

That is better. No alut/ALC errors remain.
Thank you,
Stewart



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Re: [Flightgear-devel] SoundSystem ALC error

2010-01-20 Thread S Andreason
Erik Hofman wrote:
> I did change the code today to prevent this from happening, are you sure
> you are running the latest code?
>   


I am positive.
I see this file updated this morning:

-rw-r--r--1 sandreas20185 Jan 20 07:35 
SimGear/simgear/sound/soundmgr_openal.cxx

// $Id: soundmgr_openal.cxx,v 1.89 2010/01/20 13:51:37 ehofman Exp $


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[Flightgear-devel] SoundSystem ALC error

2010-01-20 Thread S Andreason
Hi Erik,
This morning's cvs for simgear is now giving me a segfault:

Fatal error: Failed to load wav file: There was already an ALC error on 
entry to an ALUT function

The reported wav file is different for each aircraft, but is always the 
first sound played.

 > gdb bt with debug disabled:

#0  0xe410 in __kernel_vsyscall ()
#1  0xa7355ae9 in *__GI_raise (sig=6)
at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#2  0xa73570a7 in *__GI_abort () at abort.c:88
#3  0xa738aed7 in __libc_message (do_abort=2,
fmt=0xa7438088 "*** glibc detected *** %s: %s: 0x%s ***\n")
at ../sysdeps/unix/sysv/linux/libc_fatal.c:170
#4  0xa7390507 in malloc_printerr (action=2,
str=0xa7434f77 "corrupted double-linked list", ptr=)
at malloc.c:5891
#5  0xa7390600 in malloc_consolidate (av=0xa7454120) at malloc.c:4834
#6  0xa7391e8c in _int_free (av=0xa7454120, mem=0xf07a598) at malloc.c:4719
#7  0xa73920e2 in *__GI___libc_free (mem=0x6) at malloc.c:3626
#8  0xa75148f1 in operator delete (ptr=0x0)
at ../../../../gcc-4.2.3/libstdc++-v3/libsupc++/del_op.cc:49
#9  0x08078661 in std::_Deque_base >::_M_destroy_nodes (this=0xf07a540, 
__nstart=0xf07a57c, __nfinish=0xf07a580)
at 
/usr/local/lib/gcc/i686-pc-linux-gnu/4.2.3/../../../../include/c++/4.2.3/ext/new_allocator.h:97
#10 0x08078699 in ~_Deque_base (this=0xf07a540)
at 
/usr/local/lib/gcc/i686-pc-linux-gnu/4.2.3/../../../../include/c++/4.2.3/bits/stl_deque.h:462
#11 0x0867e5a3 in ~Effect (this=0xebf53d0)
at 
/usr/local/lib/gcc/i686-pc-linux-gnu/4.2.3/../../../../include/c++/4.2.3/bits/stl_deque.h:742
#12 0x086ae82d in std::_Rb_tree >, 
std::_Select1st > >, std::less, 
std::allocator > > >::_M_erase (
this=0x888b950, __x=0xeb3cdb0) at /usr/local/include/osg/Referenced:183
#13 0x086ae7f7 in std::_Rb_tree >, 
std::_Select1st > >, std::less, 
std::allocator > > >::_M_erase (
this=0x888b950, __x=0xe8b6f80)
at 
/usr/local/lib/gcc/i686-pc-linux-gnu/4.2.3/../../../../include/c++/4.2.3/bits/stl_tree.h:1323
#14 0x086ab9eb in __tcf_3 ()
at 
/usr/local/lib/gcc/i686-pc-linux-gnu/4.2.3/../../../../include/c++/4.2.3/bits/stl_tree.h:592
#15 0xa73586c9 in *__GI_exit (status=0) at exit.c:75
#16 0xa734337c in __libc_start_main (main=0x8068b60 , argc=6,
ubp_av=0xaf902d54, init=0x8757b50 <__libc_csu_init>,
fini=0x8757b40 <__libc_csu_fini>, rtld_fini=0xa7fddb00 <_dl_fini>,
stack_end=0xaf902d4c) at libc-start.c:252
#17 0x08068951 in _start ()


After recompiling fgfs with --enable-debug  it does not segfault, so no 
backtrace is available. However it does Exit completely when attempting 
to play the first sound.
The last few lines are:

PrecipitationEffect::update()
Cell size X=20
Cell size Y=20
Cell size Z=5
Fatal error: Failed to load wav file: There was already an ALC error on 
entry to an ALUT function
 at /usr/local/FlightGear/data/Sounds/rumble.wav
Closing DynamicLibrary osgPlugins-2.9.6/osgdb_png.so
Closing DynamicLibrary osgPlugins-2.9.6/osgdb_txf.so
Closing DynamicLibrary osgPlugins-2.9.6/osgdb_ac.so
Closing DynamicLibrary osgPlugins-2.9.6/osgdb_rgb.so
~RegisterWindowingSystemInterfaceProxy()
GraphicsContext::setWindowingSystemInterface() 00xa7727db0



Running the same hardware I reported yesterday. Oh! maybe you need to 
know I have alsa-1.0.16 installed.
What else would help?

Stewart


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[Flightgear-devel] PNG lib warnings

2010-01-20 Thread S Andreason
When loading at KSFO, I am seeing:

PNG lib warning : Incomplete compressed datastream in iCCP chunk
PNG lib warning : Profile size field missing from iCCP chunk

The cause is fixed by removing the gamma and chromaticity from this file:
FlightGear/data/Scenery/Objects/w130n30/w123n37/KSFO_AirTrain_1.png

Just loading in Gimp, and saving accomplishes this fix.

Stewart


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Re: [Flightgear-devel] error C5108 unknown semantics

2010-01-18 Thread S Andreason
Tim Moore wrote:
>
> But I am not running Ubuntu, and the sound is working, although it
> gets
> interrupted often, like when a forked process takes extra time and
> lowers the fps.
>
> What are you running?

Nothing in the background to cause outside interruptions, if that's what 
you ask.


>
> glLinkProgram "" FAILED
> Program "" infolog:
> Fragment info
> -
> (25) : error C5108: unknown semantics "FACE" specified for
> "gl_FrontFacing"
>
>
> Has anybody else seen this?
>
> Stewart
>
> What hardware?

Linux 2.6.24, libc 2.7, gcc-4.2.3, windowmaker 0.92.0, glib 2.18.4
AMD Sempron 3000, Nvidia FX5200, driver 173.14.18

>
> Try setting the environment variable OSG_NOTIFY_LEVEL=INFO.

Sure,

That makes a long file when capturing KSFO.
I did it again at a smaller airport, so this file is 1/4 the size.
http://seahorseCorral.org/bugreport/fgfs-results.KBLI.gz

Stewart


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[Flightgear-devel] error C5108 unknown semantics

2010-01-17 Thread S Andreason
Hi Erik,

I have been getting this error since the last week of December, when the 
first sound plays, gear-lock in my case. (Playing that sound is new 
behavior I wonder how to stop.)

ALC Error (sound manager): ALC_INVALID_DEVICE at load file

But I am not running Ubuntu, and the sound is working, although it gets 
interrupted often, like when a forked process takes extra time and 
lowers the fps.

However, I am also getting another error that repeats several times, 8 
times between when scenery starts loading, and when loading is complete 
and ready to fly. Then as I fly around, it occasionally repeats. I can 
reproduce a 9th time by pressing v to change views.
I can not find the source of this error in simgear or flightgear, and it 
appeared at the same time, so I am uncertain if this is sound or shader 
related. Maybe osg? I have 2.9.6 which has not been changed since Aug.22.


glLinkProgram "" FAILED
Program "" infolog:
Fragment info
-
(25) : error C5108: unknown semantics "FACE" specified for "gl_FrontFacing"


Has anybody else seen this?

Stewart


Erik Hofman wrote:
>> As expected, the console output shows the line :-
>>  ALC Error (sound manager): ALC_INVALID_DEVICE at load file
>> indicating some previous un-check, thus un-handled, ALC
>> error...
>> 
>
> Ok I'll try to see why that is.
>
>   



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Re: [Flightgear-devel] Autopilot broken,

2009-12-22 Thread S Andreason
James Turner wrote:
> Okay, so that's where the bug has come from, I need to fix the logic to only 
> drive this property when GPS 'leg' mode is active.
>
>   

Yes, and it works now. Thank you very much!
Stewart



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Re: [Flightgear-devel] Autopilot broken

2009-12-22 Thread S Andreason
Stuart Buchanan wrote:
> The wing leveler and heading autopilot that are part of the KAP140 work
> well for the c172p. However, using the generic autopilot instead is not 
> something that I would expect to work, so they should be disabled
> for the c172p.


Agreed.
And the help keys removed from the help window.
And [F11] disabled?


> Effectively, you're using the wrong autopilot.


Ah, that makes sense now.

Thanks,
Stewart




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Re: [Flightgear-devel] Autopilot broken, Eric maybe?

2009-12-21 Thread S Andreason
Erik Hofman wrote:
> Hey,
>
> could we all agree it's not my fault? :)
>
>   
Sorry Erik,
You are only guilty of submitting the most number of files in that 36 
hour period. :)
I guessed wrong.
Stewart



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Re: [Flightgear-devel] Autopilot broken

2009-12-21 Thread S Andreason
Hi James,

>> There were major changes on the GPS and Route-Manager since August (3 Months 
>> ago already!)
>> 

I had not noticed because I have not tried using the autopilot
for many months.

>> written flightdirector like Syds Aircrafts (Citation Bravo works perfect) or 
>> with own 

yes, Citation Bravo works for me too.

>> configured autopilots like the senecaII, c172p, PA24-250.
>> 

Well yes, but I expected the default aircraft to work.
Since the manual and help windows give instructions on using Ctrl-A, 
Ctrl-W,
Ctrl-H, etc, and F11 does open the autopilot settings, I would expect these
to work.



>> True-Heading can be used with the DTO-Mode in the GPS-menu in the Menubar.
>> 

Ok, I figured out how to give a destination.


> The issue / feature here is that the route-manager code has 'always' (for 
> years, at least) directly set /autopilot/settings/true-heading-deg based on 
> its internal route-following logic. Personally I don't think it's a great 
> feature, but people do use it (the route manager) in conjunction with the 
> generic autopilot dialog to quickly navigate between waypoints. When I broke 
> the feature by accident, it was noticed, and people asked for the feature 
> back.
>
> As far as I know, the old route-manager code behaved much the same as my code 
> does now - but it sounds as if you disagree?
>   

I guess I do. In the past this property stayed nil until set by somebody
wanting autopilot to navigate on a specific heading. Or yes, if 
route-manager gets Activated, then it did and does set true-heading-deg 
as you said.

As long as route-manager was deactivated or had no waypoints set, it 
looked like the right place to tie in my buttons on the panel.


> For the record, my perception is that entering a value in the generic 
> autopilot dialog for 'true heading' has never worked, because the value would 
> **always** be over-written by the route manager. 
>   

No, it is not overwritten when route-manager is disabled.
And if it never worked, then how did the Ctrl-W, Ctrl-H ever work??
I still think something in this part is broken.


> What *has* changed is that the value now actually comes from the GPS code, 
> not the route-manager. Both are equally 'generic' (just like the autopilot 
> itself), it was just simpler from a code design perspective to handle the 
> autopilot interaction in the GPS code, and keep the route-manager separated.
>
> Does this fit with what you're seeing?
>
>   


Yes. Without a destination, the gps code sets wild headings into
true-heading-deg, and makes the old autopilot controls act broken and
confusing.

With a destination set, the GPS code works.

Should the old autopilot dialog be ripped out of the c172p? and have all 
references to using the autopilot removed?
I don't think so. The wing leveler and simple heading autopilot had value.

Is there a way to set a steady heading without writing my own code,
which I thought was discouraged "reinventing the wheel" :)
Maybe I am supposed to study and borrow the flight director code or some 
part of it that makes smooth turns to a set heading?

Actually, flying the c172p (in yesterday's CVS) around in circles for 
10-15 minutes trying to get the heading to go on autopilot, even setting 
the GPS destination, did not work for me.
If it isn't really broken, it sure looks like it.

And if I can't figure it out, I doubt any first-time flyers will.

Maybe the fix for half of this, is to Deactivate the New gps code when 
it has no destination set.

Stewart




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[Flightgear-devel] Autopilot broken, Eric maybe?

2009-12-21 Thread S Andreason
Hi,
Why is the autopilot broken?

Specifically on my models like bluebird (or ufo if you prefer), I 
started to implement a requested feature, but found it does not work 
like it used to.

The property:
/autopilot/settings/true-heading-deg

acts like it is being set by something else that shouldn't.
When pressing the Heading Hold button on the panel, my aircraft flies in
circles, because this property is constantly changing. Or with c172p
press [F11] to load autopilot settings, click True Heading, and attempt
to give it a heading to follow! I am surprised the c172p is broken as 
well, so it is not just my models.
Is there a reason the Autopilot on the top menubar is greyed out?

I narrowed down the time frame when this changed.
It works correctly Aug.11 and early Aug.12 (stays nil until set, and 
stays as set),
and is broken Aug.13

Changes include:
P source/src/Airports/simple.hxx
P source/src/Autopilot/route_mgr.cxx
P source/src/Cockpit/hud.cxx
P source/src/Environment/environment_ctrl.cxx
P source/src/FDM/JSBSim/ 105 files updated by  ehofman (Is that you 
Eric?)
P source/src/Instrumentation/** 5 files

If you press [/] right after the scenery starts loading, then quickly
click down 2 directory levels, you can watch when this property starts
getting set. Throttle up and the autopilot heading starts changing
faster and faster, slows down at 180 from current heading, then speeds
up as fast as 10 degrees per second. Quite wild.

I also searched the last few months of messages, but can't find anything 
relevant to this.

Stewart


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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread S Andreason
Hi,
Have you looked at the Walker in bluebird?
Each limb can be moved independently, and orchestrated into an animation 
of walking, etc.

You could study the rotation points used there, if nothing else.



Curtis Olson wrote:
> Hi,
>
> I'm looking for a developer who can help me get over the hump with 
> animating and AC3d model.  This model is of a human figure.

> In flightgear, are the coordinates we specify as the center point of 
> rotation global (i.e. relative to the whole model?)  Or are they 
> relative to the local coordinate system of the sub-component?  Since 
> this is a simple human figure, there is some cascading / grouping I 
> want to maintain ... i.e. a shoulder rotation and then an elbow rotation.
>
Just keep the elbow a parent of the fore-arm and wrist,
the shoulder a parent to the upper-arm and elbow,
etc.

walker.xml has the center of rotation points defined near the top, for 
each child limb as labeled.

Stewart

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Re: [Flightgear-devel] Version number for the upcoming release

2009-12-13 Thread S Andreason
Jacob Burbach wrote:
> Traditionally it is MAJOR.MINOR.PATCHLEVEL, definately more than a
> patchlevel thing, and way more than minor, so either 1.10.x or 2.x.x
> if your following that standard. 1.10 feels weird, 

Maybe it is wierd.
1.9 is mathematically the same as 1.90
1.10 is less than 1.90 by any normal math or sorting formula.

Just my 2 cents.

Stewart




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Re: [Flightgear-devel] 737-300 Update!

2009-10-18 Thread S Andreason
Hi,

Maybe it is the video card and driver that is producing the higher quality?

May I point out the starboard navigation light seems to be on the port 
wing? etc.
;P

Otherwise, very nice.
Stewart


Victhor Foster wrote:
> Are those pics 'shopped? They have such good contrast and stuff, I  
> can't believe it's FG, because it doesn't look like that on my PC :)
> BTW, good job, and, if you really did it, nice work on the pics too,  
> they look much better than the "real" ones ;)
>
>   


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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Curtis Olson wrote:
> Hey, that's pretty neat (the bluebird is part of CVS if anyone else 
> wants to play.)  Question, is there a way to turn the walker?  I found 
> forward/back and left/right but he always faces the same direction.

Hi Curtis,

When in Walk View, mouse mode 2 (view direction), panning the view 
changes Waldo's heading.
When in Walker Orbit View, Waldo stays put, and you can pan the camera 
around your walker/jumper.

Stewart

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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Josef Duschl wrote:
> Why not start by look for skydiving gps tracks on the net to come up 
> with a model?
>   
Hi Josef,

I didn't think gps was meant to be as accurate on the z-axis.

It is all physics anyways. I can draw a smooth curve with the right formula.
Here is a link to one of the better ones I found:

http://www.pha.jhu.edu/%7Ebroholm/l10/node5.html

Stewart

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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Curtis Olson wrote:
> An accurate FDM would be immensely complex considering all the 
> possible poses a human can achieve.  But perhaps something simplistic 
> could be worked up using the arms and legs as control surfaces.  My 
> focus right now is not so much getting accurate free fall dynamics, 
> but to get a nice jumper model and then just hack up some sort of 
> dynamics with approximately the right lift/drag ratio for someone is a 
> stable free fall pose.
>
> The goal would be to get approximately the right fall rates and 
> timings so that there is training value in solving problems and 
> overcoming various combinations of faults with in a realistic time 
> frame.  It's still only a very partial simulation but hopefully a step 
> better than just sitting around in a circle talking through various 
> scenarios.


I have the jumper with animations already in bluebird.
You can even edit the animation to see Waldo (walker/jumper) do more 
visually.

Getting more accurate variability in free fall physics is an idea I 
tagged as difficult and low priority. Because I could not get an entire 
FDM in Nasal to accurately place the jumper's position, due to low frame 
rates causing an uneven result. I fixed the formulas on when the jumper 
exits the aircraft, and when the parachute is opened. From those two 
variables, I made the entire jump work off of a set of formulas for the 
stages: accelerate to free fall, free fall in spread eagle, pull chute 
cord, and float to ground. 

To be able to get Waldo to change velocities and positions in free fall 
would be a "next step" goal, but would probably need a separate FDM 
outside of nasal. Or if it Can be done in Nasal, some approach that 
exceeds the limitations I encountered.

For adding Waldo to other aircraft, I did work up a "Walker addition 
patch" a few months ago for Anders balloon. It is still available for 
any interested aircraft owners.

Stewart
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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Curtis Olson wrote:
> Has anyone developed a more detailed model of a sky diver?  I'm 
> especially interested in the free fall phase.  (My brother is up to 
> his 38th jump now I think.)
I most certainly have!
Have you looked at bluebird or my other shuttlecraft?? (which for the 
moment are more up to date)

The free fall stage is carefully modeled with physics and formulas in mind.

To see drag constant for spread eagle, and time to reach terminal 
velocity, etc. etc.
Look at Nasal/walk.nas and search for "eagle"

Stewart
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Re: [Flightgear-devel] terrain elevation under a solid AI aircraft

2009-05-20 Thread S Andreason
Detlef Faber wrote:
> Am Dienstag, den 19.05.2009, 21:56 +0200 schrieb Melchior FRANZ:
>   
>> * Detlef Faber -- Tuesday 19 May 2009:
>> 
>>> This means while trying to pass beneath a bridge, geo.elevation returns
>>> the heigth of thebridge which will obviously stop the walker from moving 
>>> ahead.
>>>   
>> But geo.elevation() has an optional third argument that defines from which 
>> altitude
>> down the intersection test should be made. Default is 10 km, but you can 
>> start
>> from, say, 1.5 m above the walker's altitude. If there's an intersection, 
>> then
>> s/he can climb up, otherwise it's an obstacle. And that should also work in
>> hangars or under bridges.
>>
>> 
> I see, I should have monitored the CVS commit messages better :-)
>   

I missed that one too. Thank you Melchoir! I'll be busy making updates 
to all my models.

>> PS: yes, I forgot to mention this little detail in the geo.nas header.  ;-)
>> 

When was this fixed? Does 1.9.0 include this in geo.nas?

Stewart


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Re: [Flightgear-devel] Updated tree shader

2009-04-19 Thread S Andreason
syd adams wrote:
> That looks much better . I probably did oversaturate the textures to 
> try and bring out the color ... they were always a little too dark here.
Hi Syd,
I think the saturation is perfect, given a sunny day and spring growth.
The conifer trees could be brighter, even our spruce trees here on a 
cloudy day are brighter green.
Perhaps there are other conifers with darker needles?

On a cloudy day, yes the saturation is just a bit high, but only on the 
deciduous trees.
Might be a spot to improve if weather scenerio could be watched.

Thank you
Stewart

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Re: [Flightgear-devel] upper atmosphere ambient changes

2009-04-07 Thread S Andreason
Erik Hofman wrote:
> This should now be fixed in simgear/scene/sky/oursun.cxx
>   

Thank you!
It is fixed.

The only remaining problem with space is, it is not black above 300,000 
ft. But I understand that is not really a bug, but is a lack of definition.
http://seahorseCorral.org/images/fgfs/fgfs-screen-102.jpg

Stewart


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Re: [Flightgear-devel] upper atmosphere ambient changes

2009-04-06 Thread S Andreason
Vivian Meazza wrote:
> The thunmbnail inks don't work here.
>   

Oops.

Fixed.


> This is very interesting. Do the new ambient adjustments as of yesterday
> give the same results?
>   

This is as of CVS on 2009.Apr.05
and today's checkout has no changes to source.

Stewart

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Re: [Flightgear-devel] Scene ambient and specularcolor changes

2009-04-06 Thread S Andreason
Vivian Meazza wrote:
> I think it's as right as we are going to get it, given all the unknowns
> about the objects and the scattering particles in the environment at any
> time or place.
>
>   


One more thing, the trees are still very dark, especially noticeable in 
daylight and sunny skies.

looking at Models/Trees/deciduous-tree.ac for example,
MATERIAL "NoName" rgb 1 1 0.8  amb 1 1 0.8  emis 0 0 0  spec 0 0 0 shi
2  trans 0

Is the specularity supposed to be zero? I don't think so.
All the trees need spec to be set to the rgb or amb color at least.

However, after making these changs, I see no difference. So I tried 
setting the emissions to get glow-in-the-dark trees.
Nothing.

Is there something causing these values to be ignored?

Stewart




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Re: [Flightgear-devel] upper atmosphere ambient changes

2009-04-05 Thread S Andreason
Erik Hofman wrote:
>> Why wait for a NASA Shuttle? There already exist several models to see 
>> the /interesting/ effects at altitude, some which have changed with the 
>> new ambient values.
>> 
>
> For good or for bad?
> (and if for bad what exactly, or as precise as possible).
>
>   
Bad, of course.
Oh yes, I can be precise.
:D
I made a web page of thumbnail screenshots (enlargable), along with 
narrative at
http://seahorseCorral.org/fgfs-bug-report.html

To summarize:
I previously reported the white-out bug on IRC on 2008.Dec.16 saying,
/"I was flying at 39,000 asl and the white-out bug returned. This is 
lower altitude than last seen. I discovered the threshold was changing 
with sun-angle, so mapped the threshold. It occurs down to 36,400 when 
sun-angle is 1.56"/

A combination of sun-angle and altitude defines the threshold for where 
this occurs. As the sun-angle decreases, or the sun gets higher in the 
sky, the altitude at which this occurs gets higher.
Also, at lower altitudes, the problem seems to occur when the sun is on 
the horizon, perhaps the specular effects at sunrise are the problem? 
Because continuing into night from day, the white-out disappears at 
sun-angle 1.65

It also becomes apparant, this "white-out" causes material-only surfaces 
to turn completely white, while textured surfaces lose their ambient and 
diffuse values, and then look like the plain texture-image file.

> One problem with higher altitudes is that it's not as easy to model as 
> lower altitude coloring.
>   

I don't think the atmosphere darkening to black is bad at all. In fact, 
except for the lack of Earth along the true horizon, it looks quite nice.

Stewart


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Re: [Flightgear-devel] Scene ambient and specularcolor changes

2009-04-05 Thread S Andreason
Vivian Meazza wrote:
>> Melchior FRANZ wrote:
>> 
>> Alright I've updated the ambient table (multiplied all values by 2.5)
>> Let me know what you all think with the CVS version of src/Time/light.cxx
>> 
>
>
> Looks nice here, I hope others will agree.
>
>   

I agree. Looks _very_ good now.

Is there any property I can query? to determine at runtime if my model 
is running under the old ambient value, or the new one?

I would hate to have to have separate releases for my interior lighting 
code.

Stewart



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[Flightgear-devel] upper atmosphere ambient changes Was:Scene ambient and specularcolor changes

2009-04-05 Thread S Andreason
Hi Vivian,

Why wait for a NASA Shuttle? There already exist several models to see 
the /interesting/ effects at altitude, some which have changed with the 
new ambient values.
One of said aircraft _is_ in CVS.

I am getting requests to make spaceships for Flightgear, faster than I 
can possibly make them. Since helijah is so prolific at making new 
aircraft, perhaps we should ask him to help out in this, maybe with a 
real NASA Space Shuttle in our aircraft hanger, we could get upper 
atmosphere flights to be more realistic.

I keep telling people, Flightgear is for flying near the ground, so 
adding starships to my lineup is not a priority.

I think this says something about what some are expecting Flightgear to 
become, or deliver.

Stewart

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Vivian Meazza wrote:
> I think the purists would argue that we ought to adjust the ambient values
> for altitude as well. There is much less ambient light once you leave the
> atmosphere. Perhaps we can do that at a later date, when we have an external
> model for the Shuttle. (This is also known as hitting the problem into the
> long grass :-) ).
>   



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[Flightgear-devel] Announcing bluebird now has animated walker skydiver

2009-02-08 Thread S Andreason
Hi all,
I'd like to announce my work on Waldo Walker in bluebird (and my other 
aircraft) is ready to be shared with all who are interested in walking 
outside the airplane, on the ground, and skydiving from altitude.
What's new are the animations now included:
Walking, Running, Backwards, Falling, Opening parachute, Landing safely, 
and Crashing.

Hint: upon exiting the aircraft, press [v] to switch to Walker Orbit 
View, so you watch the animations.
Pressing [Tab] outside now brings up walker specific settings and 
configurations, where you can create your own animations and save them.

http://seahorseCorral.org/flightgear_aircraft.html

So, what real aircraft should be nominated for adding Walker to?

Enjoy!
Stewart

Additional thanks go to Detlef for collaborative work on Waldo.

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[Flightgear-devel] geo.elevation returns bumpy results

2008-12-02 Thread S Andreason
Hi Mathias or Tim,

Why does geo.elevation return values that jump up and down as much as 
1.6 ft.?
Especially on the runway, which geo.info returns zero for bumpiness.
Look at this:
http://seahorsecorral.org/images/fgfs/walker-geognd.png
http://seahorsecorral.org/images/fgfs/walker-geognd-slowAlongRidge.png
http://seahorsecorral.org/images/fgfs/walker-geognd-snail-pace-and-ridgeline.png
 


When I reverse direction, the grooves in the ground are mirrored exactly,
and when I change direction to walking east-west, I find I am moving 
parallel to the larger grooves, and can find smaller grooves within them.

I also get the same geo.elevation results when floating, as from a ufo 
platform.

The spacing between grooves changes from 0.77 to 1.04 m from 48.78 to 
33.93 degrees latitude.

This was not a problem with 1.0, but appeared in osg.

Is this being caused by a precision and rounding error in osg?

Thanks,
Stewart

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[Flightgear-devel] pick lines grey instead of yellow

2008-06-28 Thread S. Andreason
Hi Nav and Vivian,
I have the answer to your question, (why are some pick outlines grey 
instead of yellow?)
If an object has a _material_ animation, specifically, emissions, then 
it will not be the thick yellow line, but instead a thin line the _same_ 
color as the emission value.

So for example, if the emission value is black, the pick line will also 
be black, and virtually invisible.

Can this be improved? perhaps reverse color and thicker lines? or back 
to yellow?

Stewart


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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread S. Andreason
Ralf Gerlich wrote:
> [SNIP - Loads of sightings]
>
> OK, I originally intended to do partial rebuilds for the buggy tiles,
> but if there's so many of them (wonder why I didn't see any of them when
> checking the scenery myself) that warrants a full rebuild.
>
> Thanks!
>
>   

Hi Ralf,

You're welcome.
Probably has something to do with the quantity of islands in my back 
yard, but you're probably right, if there are this many here, there are 
probably too many around the world.

Will version 1.1 also fix the inland bugs?

Did you find a simple cause (and fix) for the ones I reported Mar.10?

Here's another bad one to check on:
--lat=46.6254  --lon=-121.1458

Stewart


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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread S. Andreason
Hi Ralf,

Are you still looking for 1x1 tiles with ocean showing as land?

Stewart

Ralf Gerlich wrote:
> It would be great if you could send me an exact position which is
> _inside_ the faulty tile. But I at least need general instructions on
> how to find the place. Maybe there's a pattern in these bugs which might
> help me trace it down, but maybe the Nice area is a singularity.
>   



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[Flightgear-devel] Bugs in Scenery-1.0

2008-03-10 Thread S. Andreason
For Martin and Ralf,

I have found some problems in the following tile of size and date:
121906776 Mar  8 18:26 w120n40.tgz

and have sorted these in decreasing importance:

missing 1 vertices, causing a triangular gap in groundcover:
$ fgfs --aircraft=ufo --lat=47.998027 --lon=-119.874858 
--altitude=292.53 --heading=60.9

sides of runway 2WA6 along banks have gaps:
 --lat=47.998278 --lon=-119.085975 --altitude=67.52 --heading=262.5

big canyon with water up hillsides:
--lat=47.999800 --lon=-116.680969 --altitude=991.41 --heading=90.9

more water up hillsides to tile edge:
--lat=47.998892 --lon=-119.001376 --altitude=161.05 --heading=88.4
--lat=47.997138 --lon=-118.971794 --altitude=395.05 --heading=76.7

--lat=47.998609 --lon=-118.740060 --altitude=906.99 --heading=84.4

--lat=47.999812 --lon=-118.414912 --altitude=296.50 --heading=88.9

water abruptly changes to groundcover instead of continuing water:
--lat=48.000964 --lon=-119.604347 --altitude=596.17 --heading=259.8
--lat=48.000472 --lon=-115.753992 --altitude=848.31 --heading=255.5
--lat=46.002690 --lon=-115.728506 --altitude=778.85 --heading=103.2

uneven land to land and furrows along west east:
--lat=47.999315 --lon=-110.323311 --altitude=191.80 --heading=275.1
--lat=45.998924 --lon=-119.168575 --altitude=861.54 --heading=85.9
--lat=46.000564 --lon=-118.759422 --altitude=844.06 --heading=92.7

abrupt water? and uneven land:
--lat=47.999349 --lon=-110.287470 --altitude=333.42 --heading=89.3

uneven texturing from land to land with field texture, but texture 
changes and is ok on reload at this starting point:
--lat=47.000952 --lon=-117.641336 --altitude=435.06 --heading=89.4

Stewart

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[Flightgear-devel] compile error in fg-osg cvs

2007-12-23 Thread S. Andreason
I have installed OSG, and in attempting to compile FlightGear cvs, I am 
getting some errors:

This doesn't happen if I go back to SimGear and configure --with-jpeg-factory

make[2]: Entering directory `/usr/src/FlightGear-1.0-OSG/src/Network'
jpg-httpd.cxx: In member function `virtual void
   HttpdImageChannel::foundTerminator()':
jpg-httpd.cxx:114: error: `setFrustum' undeclared (first use this function)
jpg-httpd.cxx:114: error: (Each undeclared identifier is reported only once for
   each function it appears in.)
if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
-I/usr/X11R6/include -I/usr/local/include  -g -O2 -D_REENTRANT -MT jpg-httpd.o 
-MD -MP -MF ".deps/jpg-httpd.Tpo" -c -o jpg-httpd.o jpg-httpd.cxx; \
then mv -f ".deps/jpg-httpd.Tpo" ".deps/jpg-httpd.Po"; else rm -f 
".deps/jpg-httpd.Tpo"; exit 1; fi
make[2]: *** [jpg-httpd.o] Error 1
make[2]: Leaving directory `/usr/src/FlightGear-1.0-OSG/src/Network'

Here are the output-logs captured with colorize:
http://www.sysmatrix.net/~sandreas/data/simgear-configure-results
http://www.sysmatrix.net/~sandreas/data/simgear-make-results
http://www.sysmatrix.net/~sandreas/data/simgear-check-results

(Simgear only had errors in make check.)

http://www.sysmatrix.net/~sandreas/data/flightgear-configure-results
http://www.sysmatrix.net/~sandreas/data/flightgear-make-results

Stewart





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