Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Torsten Dreyer

Hi Tomash

the navradio code is far from being perfect and and least to attempts 
for improvements exist.

Unfortunately, both have currently stalled due to several reasons.

The first is in newnavradio which you can use by setting
use-new-navradio type=boolfalse/use-new-navradio in your aircraft 
xml as does the SenecaII.
Note: this is still an experimental feature and some 
instruments/aircraft might not be compatible with that implementation.

I'll continue to work on this, once I find more time for fg hacking.

The second is a very detailed radio signal propagation model that has 
not made its way into the repositories.

I don't know what the state of this is.

I hope this helps - Cheers

Torsten

Am 04.08.2013 19:20, schrieb Tomash Brechko:

Hello!

In file src/Instrumentation/navradio.cxx method 
FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is 
commented out since the end of 2004.  Are there any reasons not to 
have directed localizer beams?  Being able to tune to localizer just 
from anywhere is a bit unnatural.


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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Михаил Сойтанен
Let me ask my question here. In nav.dat file VORs have slave variation. As
I understand, slave variation of VOR depends on magnetic variation at he
location. Does Flightgear use this slave variation, or it computes magnetic
variation on the fly?
Do we need to track magnetic variation change every year and manually edit
nav.dat for it?


2013/8/5 Torsten Dreyer tors...@t3r.de

  Hi Tomash

 the navradio code is far from being perfect and and least to attempts for
 improvements exist.
 Unfortunately, both have currently stalled due to several reasons.

 The first is in newnavradio which you can use by setting
 use-new-navradio type=boolfalse/use-new-navradio in your aircraft
 xml as does the SenecaII.
 Note: this is still an experimental feature and some instruments/aircraft
 might not be compatible with that implementation.
 I'll continue to work on this, once I find more time for fg hacking.

 The second is a very detailed radio signal propagation model that has not
 made its way into the repositories.
 I don't know what the state of this is.

 I hope this helps - Cheers

 Torsten

 Am 04.08.2013 19:20, schrieb Tomash Brechko:

  Hello!

  In file src/Instrumentation/navradio.cxx method
 FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented
 out since the end of 2004.  Are there any reasons not to have directed
 localizer beams?  Being able to tune to localizer just from anywhere is a
 bit unnatural.

 --
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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread John Denker
On 08/05/2013 01:38 AM, Михаил Сойтанен wrote:
  In nav.dat file VORs have slave variation. As
 I understand, slave variation of VOR depends on magnetic variation at he
 location. Does Flightgear use this slave variation, or it computes magnetic
 variation on the fly?
 Do we need to track magnetic variation change every year and manually edit
 nav.dat for it?

Executive summary:  VOR alignment in nav.dat should reflect the VOR
alignment as reported in the Airport/Facility Directory ... which is
generally *not* the same as the actual local magnetic variation.

I would expect Robin's xplane data files to track this properly in most
cases, since they are routinely rebuilt from official data.

=

In the real world, VOR alignment is controlled by whomever owns and 
operates the VOR.  It gets changed only on special occasions.

There are three things to consider:
  a) The path through space of the actual electromagnetic VOR radials;
  b) The airways as plotted on the charts, typically defined in terms
   of VOR radials;
  c) The actual local magnetic variation.

For obvious reasons, there needs to be very little discrepancy between (a)
and (b).

The discrepancy between (c) and (a), or between (c) and (b), is much less
tightly controlled.  Back in the days before GPS, pilots typically would
not notice a discrepancy of this kind, even if it was rather large.  If 
you decide to go looking for such discrepancies, they are easy enough to 
find, by finding the VOR's alignment (i.e. nominal magnetic variation) as
documented in the Airport/Facility Directory and cross-checking it against 
the current local magnetic variation.  As a less-precise version of the
same idea, you can look at the orientation of the charted compass rose 
and compare it against the local magnetic variation.

Nowadays, however, it is fairly easy for pilots to detect such a discrepancy,
even if they weren't looking for it, by cross-checking a VOR radial against 
the GPS bearing-to-station.  This is a predictable source of confusion for
pilots working toward their instrument rating.

Changing VOR alignment requires revising the charts, so they don't do 
it more often than necessary.  FAA standards say they are supposed
to re-align VORs to keep them within 1 degree of the actual magnetic
variation, but this effort is chronically underfunded and it is easy
to find VORs that are mis-aligned by more than a degree, sometimes 
quite a bit more.

Bottom line:  The VOR alignment in nav.dat should track the VOR alignment
as documented in the A/FD.  It should not track the actual local magnetic 
variation.


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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Torsten Dreyer

Hi Michail,

the navradio code uses the magnetic variation as stored in nav.dat for 
the VOR.

The environmental magnetic variation is not used for the VOR.

The installed offset between magnetic and true north of the signal 
emitted by the VOR is published in the local AIP, so yes: we have to 
adjust nav.dat from time to time.


HTH, Torsten
Am 05.08.2013 10:38, schrieb ?? :
Let me ask my question here. In nav.dat file VORs have slave 
variation. As I understand, slave variation of VOR depends on magnetic 
variation at he location. Does Flightgear use this slave variation, or 
it computes magnetic variation on the fly?
Do we need to track magnetic variation change every year and manually 
edit nav.dat for it?



2013/8/5 Torsten Dreyer tors...@t3r.de mailto:tors...@t3r.de

Hi Tomash

the navradio code is far from being perfect and and least to
attempts for improvements exist.
Unfortunately, both have currently stalled due to several reasons.

The first is in newnavradio which you can use by setting
use-new-navradio type=boolfalse/use-new-navradio in your
aircraft xml as does the SenecaII.
Note: this is still an experimental feature and some
instruments/aircraft might not be compatible with that implementation.
I'll continue to work on this, once I find more time for fg hacking.

The second is a very detailed radio signal propagation model that
has not made its way into the repositories.
I don't know what the state of this is.

I hope this helps - Cheers

Torsten

Am 04.08.2013 19:20, schrieb Tomash Brechko:

Hello!

In file src/Instrumentation/navradio.cxx method
FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is
commented out since the end of 2004.  Are there any reasons not
to have directed localizer beams?  Being able to tune to
localizer just from anywhere is a bit unnatural.

-- 
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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Михаил Сойтанен
Thanks for answers, I will send data about Russian VOR's to Robin, because
I have found, that variations are outdated.


2013/8/5 Torsten Dreyer tors...@t3r.de

  Hi Michail,

 the navradio code uses the magnetic variation as stored in nav.dat for the
 VOR.
 The environmental magnetic variation is not used for the VOR.

 The installed offset between magnetic and true north of the signal emitted
 by the VOR is published in the local AIP, so yes: we have to adjust nav.dat
 from time to time.

 HTH, Torsten
 Am 05.08.2013 10:38, schrieb Михаил Сойтанен:

 Let me ask my question here. In nav.dat file VORs have slave variation. As
 I understand, slave variation of VOR depends on magnetic variation at he
 location. Does Flightgear use this slave variation, or it computes magnetic
 variation on the fly?
 Do we need to track magnetic variation change every year and manually edit
 nav.dat for it?


 2013/8/5 Torsten Dreyer tors...@t3r.de

  Hi Tomash

 the navradio code is far from being perfect and and least to attempts for
 improvements exist.
 Unfortunately, both have currently stalled due to several reasons.

 The first is in newnavradio which you can use by setting
 use-new-navradio type=boolfalse/use-new-navradio in your aircraft
 xml as does the SenecaII.
 Note: this is still an experimental feature and some instruments/aircraft
 might not be compatible with that implementation.
 I'll continue to work on this, once I find more time for fg hacking.

 The second is a very detailed radio signal propagation model that has not
 made its way into the repositories.
 I don't know what the state of this is.

 I hope this helps - Cheers

 Torsten

 Am 04.08.2013 19:20, schrieb Tomash Brechko:

   Hello!

  In file src/Instrumentation/navradio.cxx method
 FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented
 out since the end of 2004.  Are there any reasons not to have directed
 localizer beams?  Being able to tune to localizer just from anywhere is a
 bit unnatural.

 --
Tomash Brechko


  
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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Tomash Brechko
Hi,

Thanks for answers to both questions, learned something new.  And sorry for
(no subject) - somehow slipped through.


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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread John Denker
On 08/05/2013 03:45 AM, Михаил Сойтанен wrote:
 I will send data about Russian VOR's to Robin, because
 I have found, that variations are outdated.

That's good ... but it would be even better to figure out
how to get /systematic/ updates from reliable sources, now
and in the future.  Is there perhaps a Russian government
web site that has this information?

Also note that in addition to VOR alignment data, there is
a need for other types of navaids and other details, including 
frequencies, ident codes, et cetera ... as well as the addition
and deletion of entire navaids.


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[Flightgear-devel] (no subject)

2013-08-04 Thread Tomash Brechko
Hello!

In file src/Instrumentation/navradio.cxx method FGNavRadio::adjustILSRange
the code that narrows ILS-LOC beam is commented out since the end of 2004.
Are there any reasons not to have directed localizer beams?  Being able to
tune to localizer just from anywhere is a bit unnatural.

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[Flightgear-devel] (no subject)

2013-04-27 Thread Renk Thorsten
 If something exists and works in the default scheme, but is missing or does
 not work in a child scheme then that child scheme is broken or we might say
 that there is a regression.

Which all would be relevant if it would be a child scheme - which it isn't.

The solution was obvious - combine the Fresnel and
 Rainbow look-up textures into 1 texture. A few trivial changes - job done.
 Of more interest, we could, and probably should, do something similar for
 almost any complex math function.

That depends on the complexity. To compute the rainbow is a rotation in color 
space - GPU's have hardware acceleration to do the job and this computes way 
faster than looking up a texture. A typical Fresnel curve can probably be 
parametrized by a polynomial - if so, again that'd be way faster than a texture 
lookup. 

In no test case I've studied so far was a texture lookup superior to function 
evaluation - exponentials, combinations of sine functions or even the 
generalized logistic function computes way faster than a texture lookup.  
Akenine-Moller 'Real Time Rendering' also confirms that on modern GPUs 
functions evaluate typically faster than texture lookups. Plus, you can 
evaluate a function only when needed, whereas you must evaluate a texture.

Unless the function is an integral, I don't see the need to introduce yet more 
texture lookups. I have indicated my plan to replace this by a functionsfor 
better performance  in ALS and will do so in the mid-term - you may disregard 
my experiences at your pleasure.

Best,

* Thorsten
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[Flightgear-devel] (no subject)

2013-03-12 Thread Renk Thorsten

 I've been playing with populating my home airport's area with buildings  
 derived from OSM floorplan data. I think having many buildings in the  
 correct place greatly improves realism over the current random  
 buildings/sparse static models, especially when you know the area.

This becomes a performance issue eventually - see Paris (France). Random 
buildings scale well for memory and performance because they're numerous 
instances of the same building, so just the various positions need to be stored 
separately - a city full of unique buildings needs to store each building 
uniquely. The basic idea doesn't really scale well.

 However, now the buildings obviously don't match with ground textures or  
 random trees. Any bright ideas how to achieve this? I know I could  
 follow the photoscenery approach and pre-render special materials and  
 masks for a couple of cities, but that just doesn't scale.

Matching with ground textures - very problematic, as you would need to generate 
unique ground textures on the fly, see below. Matching with random buildings 
and trees - I think the feasibility of using exclusion regions for random 
buildings and trees around static models has been discussed. This needs quite a 
lot of distance tests, but may just be possible.

 I could see a number of  
 advantages/disadvantages here as compared to our current, generic  
 textures:
 + much better autogen scenery possible: many textured streets/railroads  
 without additional scenery vertices

This isn't as impressive as you think - the kind of graphics card that can deal 
with 11.000 unique terrain texture sheets in the scene (you need something of 
that magnitude, see the numbers worked out here  
http://wiki.flightgear.org/Procedural_Texturing#Photo_texturing ) is also the 
kind of graphics card which can go through millions of vertices.

Custom Italy scenery has very high vertex-count roads and rivers - my  GTX 670M 
GPU crunches these just fine up to the visibility where my combined 11 GB of 
memory are filled. 

If you think it through, it's much easier to fill memory with textures than 
with vertices - to fill 11 GB memory with unique terrain textures doesn't take 
all that much visibility and resolution.

 + shared models with an individual piece of ground texture

Well, but how does FG know how this is supposed to look? 

Obviously, if you would do it manually, you would blend the individual ground 
texture against the surrounding. Which is bad, because it means you need 
non-local information to get the task done. You'd also want to generate 
different patterns in Europe, the US, Asia,...

I've been working a lot with procedurally generated patterns on the terrain - 
I've devised overlay texture schemes based on Perlin and sparse dot noise, and 
I'm working on 2nd generation cloud-layer generating functions (you call a 
function and get in return the distribution of cloud sprites which corresponds 
to a Mackarel sky for instance). These are not trivial problems, but to 
procedurally generate a credible city/village/town/argiculture pattern, even if 
you know the location of some buildings, is a genuinely tough problem, and even 
if we can find a solution, it's probably rather performance-hungry.

Which brings you (as usual) between a rock and a hard place - you can trade 
between memory usage and performance consumption, but there's no free lunch.

 + get rid of sharp landclass borders

Essentially you're asking for photo-scenery, which would do that,  except that 
the source isn't really an aerial photograph. So you get into almost the same 
pro's and con's of photo scenery if the scenery is pre-generated, and you get 
into significant performance and memory issues way beyond photo scenery if you 
want to do the generation runtime.

 + possibly improved resolution

No, resolution will in fact go much down because of the memory limit. In the 
current scheme using a finite set of terrain textures with procedural overlays, 
we can achieve cm-sized resolution on ground features. If you want to do this 
with unique texture sheets generated by the CPU at scenery load time, you 
better bring a Petabyte-sized graphic memory.

 - eats much more video ram and CPU (but then I have 3 out of 4 idle  
 cores ATM)

Well, the memory really  is the show-stopper. All else could in principle be 
pre-processed and shipped with the scenery. Or, if we had the memory to hold 
the raw data, the GPU could generate all relevant patterns (graphics cards are 
much better at this sort of thing than the CPU). But you can't implement any 
such scheme unless it's completely optional if you have to deal with integrated 
Intel chipsets with 512 MB of memory.

 - probably totally incompatible with the current terragear toolchain

There's that as well.

In the end, if I could make a wishlist how to design the scenery rendering, I 
would probably separate hires sharp features like roads out and describe them 
via vertices and pass the 

Re: [Flightgear-devel] (no subject)

2013-03-12 Thread geneb
On Tue, 12 Mar 2013, Renk Thorsten wrote:

 But we have to compromise - this wouldn't run on the Intels either.

I'm assuming you're referring to the Intel graphics chipset, in which case 
the response would be So what?.

Writing to the lowest capability chipset is simply a drag on the rest of 
the code base.  This isn't 1997.

g.

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Re: [Flightgear-devel] (no subject)

2012-08-27 Thread Olivier
Hello,



 De : Madaliso Soko madaliso_s...@yahoo.com
Envoyé le : Dimanche 26 août 2012 22h10

 i hve got a problem with my in built flight gear map, it does not
 show data navaids even when i click on the data check box
 am using windows by the way

I would probably recommand using the forum for this kind of support.
What version of FG are you using ? Could not reproduce this over
here. Anything error displayed, etc.?
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[Flightgear-devel] (no subject)

2012-08-26 Thread Madaliso Soko
hey there
i hve got a problem with my in built flight gear map, it does not show data 
navaids even when i click on the data check boxany help will be 
appreciated .

am using windows by the way
  
regards madaliso
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[Flightgear-devel] (no subject)

2012-06-27 Thread Heiko Schulz
Hi,

 Allowing a decoupling between the Skydome and the ligthfield/haze
 shaders, 
 would lead only to inconsistent settings, and useless bug reports from
 users 
 blindingly enabling every switch available to them.
...
 I hope you can now better understand the reasoning behind this.

Thanks, that's now an answer I was looking for. 

Though I'm sure we will get bug reports as well by users complaining where the 
shader from 2.6.0 went, or why shaders won't work. 
Some of this confusion was already visible in the forum. 

Heiko 





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But already done: http://www.hoerbird.net/reisen.html

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[Flightgear-devel] (no subject)

2012-04-28 Thread Pierre Mueller
http://benjamindegen.com/themes/cp_themes/default/7ho4coxe.php
4/28/2012 2:44:31 AM--
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Re: [Flightgear-devel] (no subject)

2012-04-28 Thread Alan Teeder
DO NOT OPEN CONTAINS  VIRUS
Probably not a good idea to repost URLs like this ;-(

Alan

-Original Message- 
From: Gene Buckle
Sent: Saturday, April 28, 2012 1:22 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] (no subject)

On Sat, 28 Apr 2012, Pierre Mueller wrote:

 http://DO NOT OPEN CONTAINS 
 VIRUS/7benjamindegen.com/themes/cp_themes/default/7ho4coxe.php
 4/28/2012 2:44:31 AM

Yet another Yahoo! email address falls.  When will people learn and quit
using that stupid service?  (along with AOL, Hotmail, etc...)

*grumbles*


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[Flightgear-devel] (no subject)

2012-04-27 Thread Heiko Schulz
 Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/
 rendering/no-16bit-buffer=true in the commandline and a shadow map no
 larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in
 low  vertex count situations like TNCM or a carrier - is that in the
 expected range?

Let me correct you: not the vertice count is the bottleneck in Rembrandt and 
FlightGear- but objects number!

Test it yourself:
- create a simple cube in Blender (8 vertices)
- duplicate in Object mode several times ( I did it around 1000x times!)
So we have a model containing a large number of objects and 8000 vertices all 
about.
- save it as .ac
- used the ufo and replaced the UFO-model with the new object, and start 
FlightGear in Rembrandt mode

Then I used the same model, but joined all 1000 objects together, so  got a 
model with just one object but still 8000 vertices.

I started at Kufstein/ LOIK with the CustomScenery provided by Christian 
Schmidt, detailed scenery but away from LOWI.

The One-Object-model gave me full framerate of 60fps, the 1000 Objects model 
gave me about 20 and less

And thats one reason why LOWI or other aircraft are quite difficult for some. 
They contain a lot of models. But each model is splitted up into several 
objects. Some are need for animation, but a lot not.

Especially aircraft with complex cockpits and detailed instruments, especially 
digital displays not made using 2d-layers, naturally uses a lot of objects, 
which will then slow down.

Of course such instruments doesn't need to cast shadows. So there will be 
another speed up when Fred is able to get back the no shadows-tag.

And there is something else which can help:
Fred made the shadows-cascade configurable at runtime. Not only you can improve 
the shadow quality with (smaller edges so it looks quite sharp)at close 
distance, you can also set the overall distance of the shadows with. 

I'm sure Fred can tell us a bit more about, but I found it already very 
helpfull!

Cheers
Heiko



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But already done: http://www.hoerbird.net/reisen.html

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[Flightgear-devel] (no subject)

2012-04-13 Thread Renk Thorsten
 'flat' = 'For any visibility we can actually render, the normal (before  
 wave
 noise) is (0,0,1) in model space to such a good approximation that you
 won't spot the difference to the actual normal including earth  
 curvature if
 I show you a picture.'

 Cheers,

 * Thorsten
 That will give you even worse lighting difference between tiles, and will
 shurely give you ugly artefacts and wrong speculars in relation with the  
 sun


Basic ray optics says no such thing will happen, and basic ray optics turns out 
to be right - I just ran a changed shader - if anything, the tile boundary 
artefacts are reduced (actually I expected them to be gone, but there's 
probably another vector in the game).

Cheers,

* Thorsten
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Re: [Flightgear-devel] (no subject)

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 11:00:14 Renk Thorsten wrote:
  'flat' = 'For any visibility we can actually render, the normal (before
  wave
  noise) is (0,0,1) in model space to such a good approximation that you
  won't spot the difference to the actual normal including earth
  curvature if
  I show you a picture.'
  
  Cheers,
  
  * Thorsten
  
  That will give you even worse lighting difference between tiles, and will
  shurely give you ugly artefacts and wrong speculars in relation with the
  sun
 
 Basic ray optics says no such thing will happen, and basic ray optics turns
 out to be right - I just ran a changed shader - if anything, the tile
 boundary artefacts are reduced (actually I expected them to be gone, but
 there's probably another vector in the game).
 
 Cheers,
 
 * Thorsten
If it looks right in one limited test case, doesn't mean it's right, or the 
proper way to deal with it (so it won't backfire later on) But feel free to do 
whatever you want with the information provided, and the code, after all it's 
open source...

Emilian

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Re: [Flightgear-devel] (no subject)

2012-03-29 Thread Arnt Karlsen
On Sun, 25 Mar 2012 11:53:49 -0700 (PDT), Gene wrote in message 
alpine.lfd.2.00.1203251153130.16...@grumble.deltasoft.com:

 On Sun, 25 Mar 2012, Chris Wilkinson wrote:
 
  http://nofsckingway.com/av5.php
  Chris Wilkinson
  blobster...@yahoo.com.au
  WilksJohn
  3/25/2012 11:33:09 AM
 
 Welcome to the wonderful world of comprimised Yahoo! email accounts!
 
 *snarls*

..a better way to handle these, is reject all posts from these 
serverside with a polite message on why, and with a polite 
suggestion to find a decent email provider. ;o)

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[Flightgear-devel] (no subject)

2012-03-25 Thread Chris Wilkinson
http://sorrynewyork.com/av5.php
Chris Wilkinson
blobster...@yahoo.com.au
WilksJohn
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Re: [Flightgear-devel] (no subject)

2012-03-25 Thread Gene Buckle
On Sun, 25 Mar 2012, Chris Wilkinson wrote:

 http://nofsckingway.com/av5.php
 Chris Wilkinson
 blobster...@yahoo.com.au
 WilksJohn
 3/25/2012 11:33:09 AM

Welcome to the wonderful world of comprimised Yahoo! email accounts!

*snarls*

g.

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[Flightgear-devel] (no subject)

2012-02-18 Thread Heiko Schulz

 I have created now a merge Request including the ratings of aircraft I 
 have been involved, I hope it is not too late.
 
 It is :-(
 

 Of course, it's never too late to be included in the master branch,
 which means that it will be part of 2.8.0 coming out in 6 months from
 now. 

 But, submissions for the 2.6.0 release (with the exceptions of bugfixes)  
 were closed one month ago.

 Cheers,
 Durk



I missed the frozen/red state datum, should take it in my calendar :-(

Looking forward to the next stop 2.8.0, I would be happy if someone could merge 
my changes it into master! :-)

Regards
Heiko




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Re: [Flightgear-devel] (no subject)

2012-02-18 Thread Torsten Dreyer
Am 18.02.2012 10:55, schrieb Heiko Schulz:

 I have created now a merge Request including the ratings of aircraft 
 Ihave been involved, I hope it is not too late.

 It is :-(


 Of course, it's never too late to be included in the master branch,
 which means that it will be part of 2.8.0 coming out in 6 months from
 now.

 But, submissions for the 2.6.0 release (with the exceptions of bugfixes)  
 were closed one month ago.

 Cheers,
 Durk



 I missed the frozen/red state datum, should take it in my calendar :-(

 Looking forward to the next stop 2.8.0, I would be happy if someone could 
 merge my changes it into master! :-)

Sorry, your merge request contains some 20 or so merges. Please submit a 
new, clean merge-request. (Hint: use git-rebase instead of git-merge on 
your local repository)

Torsten


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[Flightgear-devel] (no subject)

2012-02-17 Thread Heiko Schulz
Hello,

My last two cents about

[snip]
 ...Above all, the problems shouldn't be mixed together. If there is a
 problem, that should be addressed, but not by creating a new problem. If  a
 person has reacted improperly in some context, it doesn't give grounds to
 calling his work worthless in public. If the Flightgear project offers
 half-finished aircraft for download to the end user, that is not the
 fault
 of people commiting unfinished work to GIT.

 I don't think it's particularly difficult to see where the real problems
 are. I just think there are some personal grudges obscuring their
 identification.
[/snip]

The whole text was a good summary.

But the whole discussion and the issues have been just symptoms of following 
problems in my eyes.
And I'm very sure, if we don't solve that we will have such a discussion in the 
near future again!

1.) to large FGdata-repo/ not transparent rules for committing 

2.) aircraft rating scheme and Download page

3.) apparently inconsequent handling when licences has been violated 
(intended/unintended)


about 1.) We really need a splitting of FGdata! Even if FGdata is the place for 
developement I don't see the need to download 10GB to have more than 200 
aircraft in developement most of us not interested to improve due to different 
reasons.

It has been already discussed here: 
http://wiki.flightgear.org/FlightGear_Git:_splitting_fgdata and in the moment 
it sounds good to me when it will really work as described.

about 2.)as the Download page will now use the rating system I hope this will 
solve this problem. 
We should really not ignore the fact that a lot of users will measure the 
quality of our simulator with the quality of aircraft we offer. We are a 
flightsimulator, it is all about flying and not only just showing nice looking 
aircraft-model.


about 3.)already part of the planned splitting Fgdata. Such issues may happen 
due to different reasons (intended, unintended...), but needs some better 
handling. In the previous discussion about the current licence issues I had the 
feeling that the issue is underestimated and not taken seriously, but I might 
be wrong here.  


Heiko

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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[Flightgear-devel] (no subject)

2011-05-27 Thread Heiko Schulz
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Re: [Flightgear-devel] (no subject)

2011-05-27 Thread Gene Buckle
On Fri, 27 May 2011, Heiko Schulz wrote:

 http://www.gbabrasil.net/images/news.html

VIRUS!!!

g.

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Re: [Flightgear-devel] (no subject)

2011-05-27 Thread Patrik Schmidt
Hi everybody,

What the hell is going on?
Do someone have further information (e.g. type)...

Can we assume, that Heiko's mail-account is compromised?

Regards,
Patrik

On Fri, 2011-05-27 at 07:33 -0700, Gene Buckle wrote:
 On Fri, 27 May 2011, Heiko Schulz wrote:
 
  http://www.gbabrasil.net/images/news.html
 
 VIRUS!!!
 
 g.
 



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Re: [Flightgear-devel] (no subject)

2010-12-03 Thread Martin Spott
Martin Spott wrote:

 Formerly there were _multiple_ different priority lists hardcoded into
 the source code.  This has now been separated into two text files to be
 referenced via --usgs-map= and --priorities=, [...]

  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/BuildTiles/Main/usgsmap.txt
  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/BuildTiles/Clipper/default_priorities.txt

Cheers,
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Re: [Flightgear-devel] (no subject)

2010-11-30 Thread Curtis Olson
Thanks Chris,

Your letter seems pretty fairly written.  What's emerging as my biggest
concern with this guy is the number of people we are hearing from who
haven't been able to get a refund without filing a complaint with their
credit card company and going to extreme measures.  That makes the prosim
100% moneyback guarantee sound pretty flimsy ... not that a new person would
know that.

So from my point of view:

- rebranding and selling flightgear: ok and within the terms of the GPL
- doing everything possible to hide the fact that it's flightgear: slimy
- proflightsim marketing tactics: extreme sliminess, pushing ethical
boundaries
- not honoring your 100% money back guarantee and taking care of your
customers: that could be downright illegal.

If this guy would take care of his customers, he wouldn't have to work so
hard to find new ones. :-)

Thanks,

Curt.




On Mon, Nov 29, 2010 at 8:43 PM, Chris Wilkinson wrote:

  To whom it may concern,

 I note that you are hosting articles created by author Dan H Freeman.
 Please be aware that Mr Freeman appears to be running a scam. He says he is
 behind ProFlightSimulator, or software with variations on that name. The
 software can be purchased over the internet, and various claims are made as
 to it be being the most realistic simulator ever. In reality this software
 is nothing but a copy of open-source flight simulator FlightGear (fgfs), and
 an out-of-date verison of that at best. That fact is barely conceded or
 alluded to on his website.

 Please also be aware that Dan H Freeman may be an alias. Previously the
 name Charlie Taylor was used on his website, but was recently removed
 after I linked that name back to a historical figure in aviation history,
 Charles E Taylor, the 3rd Wright Brother, whose work ensured the Wright
 Flyer was able to take to the air. It is my belief that other opensource
 softwares are being scammed by this same person or organization. A software
 named Celestia (an opensource astronomy software) has also been copied,
 and the person mentioned on the website for that copy (John Bayer) also
 relates to a historical figure in astronomy, Johann Bayer, who created the
 first complete celestial atlas hundreds of years ago. It is obvious that the
 names put forward for each software are taken from historical data related
 to each software, in an attempt to hide who the scammer really is.

 FlightGear is released under the GPL v2, which allows some concessions to
 selling the software. However it is my belief, and the belief of a number of
 people within the FlightGear opensource community, that the conditions of
 the GPL v2 licence are not being followed completely with the sale and
 distribution of this software.

 Hence I would like to request that you consider removing Mr Freemans
 articles from your website until such time as the validity of his enterprise
 is determined. However legal Mr Freemans enterprise may or may not be, his
 ethical and moral standing is without doubt very poor. There are a number of
 people who recently have attested to being ripped off by this man, so to
 prevent more people losing money to this scam please consider this request
 seriously.

 Best regards,

 Chris Wilkinson, Brisbane, Australia.
 FlightGear community member.




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Re: [Flightgear-devel] (no subject)

2010-11-30 Thread Martin Spott
Curtis Olson wrote:
 On Wed, Nov 18, 2009 at 6:41 AM, cullam Bruce-Lockhart wrote:

 1. you could cut out holes where the cliff polygons are situated, leaving
 these areas open in the final terragear result, and then place custom object
 models in those holes.  You might be able to leverage terragear and make
 programming modifications to assist in this process, but it will be hard to
 do any kind of natural blending with the surrounding areas ... and that's
 hard anyway and is something terragear doesn't address very well.
 
 2. you could do the entire terrain block as a custom model generated  with
 some other tool set (blender, creator, etc.)  There's no reason a terrain
 block has to be in .btg format.  The .stg file could reference and place any
 model format that is supported by OSG.

Both 1. and 2. are asking for trouble in the long run, because future
Scenery builds are _very_ likely not going to match the elevation of
the (tile) borders of whatever you're going to insert.  This is going
to work properly only if you 1.) don't care about future updates to the
surrounding Terrain or 2.) don't have to care about the Terrain outside
your coverage.

 Also, is there an issue I should be concerned with in terms of texture
 priority? I know that there's a list of what gets drawn on top of what. But
 there seemed to be a few places where this list came up. At the very least,
 my attempts at adding to this list failed completely. Anyone know off the
 top of their head how to change the texture list, or add my own categories
 to it? This is more so for my own local use, rather than for the Terragear
 project, as I doubt anyone else needs a texture specific to the brown rocks
 in Newfoundland.

 
 
 Off the top of my head there is a names.cxx/hxx pair that contains the
 definitions and priority of the areas.

Formerly there were _multiple_ different priority lists hardcoded into
the source code.  This has now been separated into two text files to be
referenced via --usgs-map= and --priorities=, thus permitting
changes without requiring a recompile.

Cheers,
Martin.
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Re: [Flightgear-devel] (no subject)

2010-11-30 Thread Chris Wilkinson
Cheers Curt,

I'll keep writing letters to any e-site that publishes his material. I've also 
asked my facebook friends to click on his ads, then go back and remove them for 
being misleading.

For at least the last 20 years I've happily stood up and raised my fist against 
many persons or organizations (governments included) who have willingly 
disadvantaged others, through greed, racism, bigotry, fascism, religious 
intervention, and more. As you say its OK to rebrand and sell fgfs, but the 
slimy means by which this scam makes its money gets a raised fist from me. Most 
of us do an honest days work in this contrived monetary society - those who 
gather wealth to the disadvantage of others (there are a LOT of these) should 
beware - it might only be matter of time before the economic crisis and other 
world issues serve as a catalyst for critical mass of actions from angry people.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Curtis Olson curtol...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wed, 1 December, 2010 3:30:47 AM
Subject: Re: [Flightgear-devel] (no subject)


Thanks Chris,
Your letter seems pretty fairly written.  What's emerging as my biggest concern 
with this guy is the number of people we are hearing from who haven't been able 
to get a refund without filing a complaint with their credit card company and 
going to extreme measures.  That makes the prosim 100% moneyback guarantee 
sound 
pretty flimsy ... not that a new person would know that.

So from my point of view:

- rebranding and selling flightgear: ok and within the terms of the GPL
- doing everything possible to hide the fact that it's flightgear: slimy
- proflightsim marketing tactics: extreme sliminess, pushing ethical boundaries
- not honoring your 100% money back guarantee and taking care of your 
customers: 
that could be downright illegal.

If this guy would take care of his customers, he wouldn't have to work so hard 
to find new ones. :-)

Thanks,

Curt.





On Mon, Nov 29, 2010 at 8:43 PM, Chris Wilkinson wrote:

To whom it may concern,
 
I note that you are hosting articles created by author Dan H Freeman. Please 
be 
aware that Mr Freeman appears to be running a scam. He says he is behind 
ProFlightSimulator, or software with variations on that name. The software can 
be purchased over the internet, and various claims are made as to it be being 
the most realistic simulator ever. In reality this software is nothing but a 
copy of open-source flight simulator FlightGear (fgfs), and an out-of-date 
verison of that at best. That fact is barely conceded or alluded to on his 
website.
 
Please also be aware that Dan H Freeman may be an alias. Previously the name 
Charlie Taylor was used on his website, but was recently removed after I 
linked that name back to a historical figure in aviation history, Charles E 
Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able 
to take to the air. It is my belief that other opensource softwares are being 
scammed by this same person or organization. A software named Celestia (an 
opensource astronomy software) has also been copied, and the person 
mentioned 
on the website for that copy (John Bayer) also relates to a historical 
figure 
in astronomy, Johann Bayer, who created the first complete celestial atlas 
hundreds of years ago. It is obvious that the names put forward for each 
software are taken from historical data related to each software, in an 
attempt 
to hide who the scammer really  is.
 
FlightGear is released under the GPL v2, which allows some concessions to 
selling the software. However it is my belief, and the belief of a number of 
people within the FlightGear opensource community, that the conditions of the 
GPL v2 licence are not being followed completely with the sale and 
distribution 
of this software.
 
Hence I would like to request that you consider removing Mr Freemans articles 
from your website until such time as the validity of his enterprise is 
determined. However legal Mr Freemans enterprise may or may not be, his 
ethical 
and moral standing is without doubt very poor. There are a number of people 
who 
recently have attested to being ripped off by this man, so to prevent more 
people losing money to this scam please consider this request seriously.
 
Best regards,
 
Chris Wilkinson, Brisbane, Australia.
FlightGear community member.
 
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[Flightgear-devel] (no subject)

2010-11-29 Thread Chris Wilkinson
To whom it may concern,
 
I note that you are hosting articles created by author Dan H Freeman. Please be 
aware that Mr Freeman appears to be running a scam. He says he is behind 
ProFlightSimulator, or software with variations on that name. The software can 
be purchased over the internet, and various claims are made as to it be being 
the most realistic simulator ever. In reality this software is nothing but a 
copy of open-source flight simulator FlightGear (fgfs), and an out-of-date 
verison of that at best. That fact is barely conceded or alluded to on his 
website.
 
Please also be aware that Dan H Freeman may be an alias. Previously the name 
Charlie Taylor was used on his website, but was recently removed after I 
linked that name back to a historical figure in aviation history, Charles E 
Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able 
to take to the air. It is my belief that other opensource softwares are being 
scammed by this same person or organization. A software named Celestia (an 
opensource astronomy software) has also been copied, and the person mentioned 
on the website for that copy (John Bayer) also relates to a historical figure 
in astronomy, Johann Bayer, who created the first complete celestial atlas 
hundreds of years ago. It is obvious that the names put forward for each 
software are taken from historical data related to each software, in an attempt 
to hide who the scammer really is.
 
FlightGear is released under the GPL v2, which allows some concessions to 
selling the software. However it is my belief, and the belief of a number of 
people within the FlightGear opensource community, that the conditions of the 
GPL v2 licence are not being followed completely with the sale and distribution 
of this software.
 
Hence I would like to request that you consider removing Mr Freemans articles 
from your website until such time as the validity of his enterprise is 
determined. However legal Mr Freemans enterprise may or may not be, his ethical 
and moral standing is without doubt very poor. There are a number of people who 
recently have attested to being ripped off by this man, so to prevent more 
people losing money to this scam please consider this request seriously.
 
Best regards,
 
Chris Wilkinson, Brisbane, Australia.
FlightGear community member.


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[Flightgear-devel] (no subject)

2009-11-18 Thread cullam Bruce-Lockhart


 I'm planning on developing procedures that automatically assign cliff 
 textures to any scenery beyond a certain slope. From reading through the 
 flightgear devel archives, this idea has come up before. Does anybody know 
 if any work was actually done with it? And if so, anyone know where I can 
 find it, or who I can talk to about it? I just want to make sure I'm not 
 doing work that's redundant.

I suspect that's something already handled by the terrain shaders. ISTR
they give a more rocky look to steeper surfaces.

Jon


I think about it too; but as I understand, simply change texture's
name in btg don't help, since that texture will be stretched like any
other (i.e. looks right only for top view). It is necessary to play
with uv-coordinates or sort of.

-- 
---
WBR, Vadym.

While looking through the code, I'd noticed the roughness variable seemed to 
define exactly what I wanted for steepness. In the case of the stuff I'm 
doing, the elevation model is very detailed, and the surfaces beyond 45 degrees 
can't realistically support trees. I guess the big question is when do the 
textures get assigned in the first place? I've seen LOTS of places in the code 
where it looks up the texture, but I think those are just looking up the 
texture that's already been assigned. If, for example, I used the place in the 
code that checks for roughness to assign anything beyond a certain slope as a 
cliff, is it too late in the process? Ideally, I'd like this check to happen 
when texture first gets assigned. I could reassign them at a later point, but 
that seem inelegant. 

As for the stretching issue, I'll have to think about that. But I'm thinking 
about cliffs as shallow as 45 degrees, so it shouldn't be such an issue there. 
I'm also HOPING to make it an input parameter into fgfs-construct, so that it 
could be added into the main terragear functionality, for anyone working on 
high enough resolution scenery for it to be of use. In a low detail model, You 
might want 75 degrees or more to be defined as cliff face. But if it was an 
input parameter, then the option would be there. 

Also, is there an issue I should be concerned with in terms of texture 
priority? I know that there's a list of what gets drawn on top of what. But 
there seemed to be a few places where this list came up. At the very least, my 
attempts at adding to this list failed completely. Anyone know off the top of 
their head how to change the texture list, or add my own categories to it? This 
is more so for my own local use, rather than for the Terragear project, as I 
doubt anyone else needs a texture specific to the brown rocks in Newfoundland. 

Thanks all! 

-cullam



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Re: [Flightgear-devel] (no subject)

2009-11-18 Thread Stefan Seifert
On Wednesday 18 November 2009 13:41:32 cullam Bruce-Lockhart wrote:

 In the case of the stuff
  I'm doing, the elevation model is very detailed, and the surfaces beyond
  45 degrees can't realistically support trees.

That's wrong: they can and they do. Have you ever been in the Alps? I've often 
been amazed at in which unlikely places plants still grow happily.

Stefan


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Re: [Flightgear-devel] (no subject)

2009-11-18 Thread Curtis Olson
On Wed, Nov 18, 2009 at 6:41 AM, cullam Bruce-Lockhart
culla...@yahoo.comwrote:

 I guess the big question is when do the textures get assigned in the first
 place?


This is going to sound a little strange, but what gets assigned within
terragear is a material name (which FlightGear resolves into a texture) and
generic texture coordinates (which FlightGear resolves into specific texture
coordinates.)

The benefit of this approach is that the texture and the texture scale can
be quickly swapped in the materials file without needing to regenerate the
scenery within terragear.

Another way to look at this is that a texture to be scaled properly will
cover some n x n meter area.  Terrain textures should be square textures are
are designed to be repeating/tiling.

However, if an artist designs a new texture, the imagery might be scaled to
cover some different amount of area.  If we don't change the texture
coordinate assignments, then trees and buildings and other things cooked
into the texture imagery could be too big or too small.

So the materials.xml file defines the actual texture and the texture scale,
and the final texture coordinates are computed when the scenery is loaded
and the scene graph is built (using a combination of the generic texture
coordinates assigned by terragear with a bit of code/logic on the FlightGear
side.)


 As for the stretching issue, I'll have to think about that. But I'm
 thinking about cliffs as shallow as 45 degrees, so it shouldn't be such an
 issue there. I'm also HOPING to make it an input parameter into
 fgfs-construct, so that it could be added into the main terragear
 functionality, for anyone working on high enough resolution scenery for it
 to be of use. In a low detail model, You might want 75 degrees or more to be
 defined as cliff face. But if it was an input parameter, then the option
 would be there.


The basic approach used by terragear makes it very difficult to change
texture coordinate mapping according to any other rules.  I don't know the
best way forward, but a couple things come to mind.

1. you could cut out holes where the cliff polygons are situated, leaving
these areas open in the final terragear result, and then place custom object
models in those holes.  You might be able to leverage terragear and make
programming modifications to assist in this process, but it will be hard to
do any kind of natural blending with the surrounding areas ... and that's
hard anyway and is something terragear doesn't address very well.

2. you could do the entire terrain block as a custom model generated  with
some other tool set (blender, creator, etc.)  There's no reason a terrain
block has to be in .btg format.  The .stg file could reference and place any
model format that is supported by OSG.

3. It might be worth looking at the terrain shader.  This kills performance
for me in mountainous, high polygon count areas, but it might be adaptable
to do exactly what you need at run time?


 Also, is there an issue I should be concerned with in terms of texture
 priority? I know that there's a list of what gets drawn on top of what. But
 there seemed to be a few places where this list came up. At the very least,
 my attempts at adding to this list failed completely. Anyone know off the
 top of their head how to change the texture list, or add my own categories
 to it? This is more so for my own local use, rather than for the Terragear
 project, as I doubt anyone else needs a texture specific to the brown rocks
 in Newfoundland.



Off the top of my head there is a names.cxx/hxx pair that contains the
definitions and priority of the areas.

Note that when the tile is built, all the polygon areas for that tile are
added in priority order and clipped against any areas that were placed
earlier in the sequence.  The end result is something like a jigsaw puzzle
where the entire tile is covered in a single layer of polygons with no gaps
and no overlaps.

So think of this priorty scheme not as a texture priority, but as a
clipping priority when assembling the jigsaw puzzle of shapes.  For instance
a road might have priority over a river so that the road will be shown to
cross the river.  A river would have priority over an urban area so that the
river is shown to cut through the city.  An airport area has the highest
priority because that is our best and most accurate data.

Regards,

Curt.
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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Martin Spott
Torsten Dreyer wrote:

 Looks like Scotland and Germany have something in common ;-)

  except from the fact that there are even fewer trees in Scotland
because of their crazy ancestors' decision to build a magnificent naval
force  ;-)

 Your new tree placement gets my vote.

Indeed !
Martin.
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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Arnt Karlsen
On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message 
h5gpm1$vj...@osprey.mgras.de:

 Torsten Dreyer wrote:
 
  Looks like Scotland and Germany have something in common ;-)
 
   except from the fact that there are even fewer trees in Scotland
 because of their crazy ancestors' decision to build a magnificent
 naval force  ;-)

..you forget a lot of _that_ wood came from Norway. ;o)

  Your new tree placement gets my vote.
 
 Indeed !
   Martin.

.. ;o)

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Torsten Dreyer
 On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message

 h5gpm1$vj...@osprey.mgras.de:
  Torsten Dreyer wrote:
   Looks like Scotland and Germany have something in common ;-)
 
    except from the fact that there are even fewer trees in Scotland
  because of their crazy ancestors' decision to build a magnificent
  naval force  ;-)

 ..you forget a lot of _that_ wood came from Norway. ;o)
Fortunately they did not use Swedens wood. IKEA wouldn't exist!

Torsten

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread leee
On Friday 07 Aug 2009, Torsten Dreyer wrote:
  On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in
  message
 
  h5gpm1$vj...@osprey.mgras.de:
   Torsten Dreyer wrote:
Looks like Scotland and Germany have something in common
;-)
  
     except from the fact that there are even fewer trees in
   Scotland because of their crazy ancestors' decision to build
   a magnificent naval force  ;-)
 
  ..you forget a lot of _that_ wood came from Norway. ;o)

 Fortunately they did not use Swedens wood. IKEA wouldn't exist!

 Torsten

I'm just wondering how much hardwood there is in Sweden.  Sweden's 
Firs might have been ok for the masts and spars but hardwood was 
needed for the hull and superstructure, typically Oak for the keel 
and frames and other hardwoods for hull and deck planking.  Teak 
was especially favoured for deck planking once trade had opened up 
the tropics.  A relatively little known fact is that Balsa is 
actually a hardwood :-)

LeeE

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Arnt Karlsen
On Fri, 7 Aug 2009 12:44:39 +0100, leee wrote in message 
200908071244.39180.l...@spatial.plus.com:

 On Friday 07 Aug 2009, Torsten Dreyer wrote:
   On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in
   message
  
   h5gpm1$vj...@osprey.mgras.de:
Torsten Dreyer wrote:
 Looks like Scotland and Germany have something in common
 ;-)
   
  except from the fact that there are even fewer trees in
Scotland because of their crazy ancestors' decision to build
a magnificent naval force  ;-)
  
   ..you forget a lot of _that_ wood came from Norway. ;o)
 
  Fortunately they did not use Swedens wood. IKEA wouldn't exist!
 
  Torsten
 
 I'm just wondering how much hardwood there is in Sweden.  Sweden's 
 Firs might have been ok for the masts and spars but hardwood was 
 needed for the hull and superstructure, typically Oak for the keel 
 and frames and other hardwoods for hull and deck planking.

..dunno much about Swedish boat building, a broad generalization 
is consider it European style for vessels longer than 30 feet 
after AD 1400, before that, it's Norse (or Viking) style working 
with nature rather than fight nature, we used fir, spruce 
and a few dirty tricks to make wide planks from thin trunks, cut 
your 2 plank plywood veneer style, while you steam it. ;o)

..another possible source of these potent Viking legends, is 
somebody piling up dirty tricks See these planks?-style ;o)

 Teak was especially favoured for deck planking once trade had opened up 
 the tropics.  A relatively little known fact is that Balsa is 
 actually a hardwood :-)
 
 LeeE

-- 
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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Anders Gidenstam
On Fri, 7 Aug 2009, leee wrote:

 I'm just wondering how much hardwood there is in Sweden.  Sweden's
 Firs might have been ok for the masts and spars but hardwood was
 needed for the hull and superstructure, typically Oak for the keel
 and frames and other hardwoods for hull and deck planking.  Teak
 was especially favoured for deck planking once trade had opened up
 the tropics.  A relatively little known fact is that Balsa is
 actually a hardwood :-)

The oak supply was at least enough to supply the Swedish Navy for 
hundereds of years (though Swedish Pomerainia was also an important 
source during 1648 - 1815). AFAIK all oaks by law belonged to the crown
and could, if not needed for the Navy, be exported to generate cash for 
the state (something often in short supply).

Cheers,

Anders
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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread leee
On Friday 07 Aug 2009, Anders Gidenstam wrote:
 On Fri, 7 Aug 2009, leee wrote:
  I'm just wondering how much hardwood there is in Sweden. 
  Sweden's Firs might have been ok for the masts and spars but
  hardwood was needed for the hull and superstructure, typically
  Oak for the keel and frames and other hardwoods for hull and
  deck planking.  Teak was especially favoured for deck planking
  once trade had opened up the tropics.  A relatively little
  known fact is that Balsa is actually a hardwood :-)

 The oak supply was at least enough to supply the Swedish Navy for
 hundereds of years (though Swedish Pomerainia was also an
 important source during 1648 - 1815). AFAIK all oaks by law
 belonged to the crown and could, if not needed for the Navy, be
 exported to generate cash for the state (something often in short
 supply).

 Cheers,

 Anders

Thanks for the intersting info.  I guess Sweden's Oaks mainly came 
from the extreme south?  It wouldn't surprise me if Sweden imported 
quite a bit of Oak. It also doesn't surprise me that all Oaks 
belonged to the crown.  It was almost essential for ship building 
once the 'big' multi-decked vessels were developed (although some 
of the 'traditional' long-boats were pretty big too) and a nation's 
navy was it's primary security force around then; permanent 
standing national armies didn't come in until quite a lot later.

LeeE

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Jari Häkkinen


leee wrote:
 On Friday 07 Aug 2009, Anders Gidenstam wrote:
 On Fri, 7 Aug 2009, leee wrote:
 I'm just wondering how much hardwood there is in Sweden. 
 Sweden's Firs might have been ok for the masts and spars but
 hardwood was needed for the hull and superstructure, typically
 Oak for the keel and frames and other hardwoods for hull and
 deck planking.  Teak was especially favoured for deck planking
 once trade had opened up the tropics.  A relatively little
 known fact is that Balsa is actually a hardwood :-)
 The oak supply was at least enough to supply the Swedish Navy for
 hundereds of years (though Swedish Pomerainia was also an
 important source during 1648 - 1815). AFAIK all oaks by law
 belonged to the crown and could, if not needed for the Navy, be
 exported to generate cash for the state (something often in short
 supply).

 Cheers,

 Anders
 
 Thanks for the intersting info.  I guess Sweden's Oaks mainly came 
 from the extreme south?  It wouldn't surprise me if Sweden imported 
 quite a bit of Oak. It also doesn't surprise me that all Oaks 
 belonged to the crown.  It was almost essential for ship building 
 once the 'big' multi-decked vessels were developed (although some 
 of the 'traditional' long-boats were pretty big too) and a nation's 
 navy was it's primary security force around then; permanent 
 standing national armies didn't come in until quite a lot later.
 
 LeeE


To add some trivia on Swedish oak; In the 17th century the navy realized 
that the available oak woods were too small to meet demand. So, one of 
the kings back then, I forget which one, ordered planting of oak in 
Skåne (far south in Sweden 56 degrees N). The problem is of course that 
it takes a few hundred years before the trees get large enough and now 
the ship building technology has moved on. The upside is that we now 
have a few nice oak woods in Skåne.


Cheers,

Jari


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[Flightgear-devel] (no subject)

2008-12-17 Thread Stuart Buchanan
Hi All,

Attached is a very small patch that fixes the issue reported by Martin where  
--prop:/environment/weather-scenario=METAR had no effect.

I think this is a pretty safe patch that should be included in the release.

-Stuart



  

flightgear.patch.gz
Description: GNU Zip compressed data
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Re: [Flightgear-devel] (no subject)

2008-12-17 Thread Martin Spott
Stuart Buchanan wrote:

 Attached is a very small patch that fixes the issue reported by
 Martin where --prop:/environment/weather-scenario=METAR had no
 effect.

Oh, great !  thanks a lot,

Martin.
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Re: [Flightgear-devel] (no subject)

2008-09-04 Thread gerard robin
On mer 3 septembre 2008, Martin Spott wrote:
 LeeE wrote:
  The GPL allows GPL licenced works to be sold for profit - [...]

 Well, you may charge for the _distribution_ of a GPL-licensed work, but
 in fact you may not charge for a license of a work that is covered by
 the GPL. The wording of your claim sounds a bit irritating,

   Martin.

Yes, Matin is right.

This must be said again and again, i guess that, here, nobody would accept 
that somebody else could make money   with our own work.
And we could worry this:
http://stores.ebay.fr/Apex-Software_Flight-Simulators_W0QQfsubZ1652056

Cheers


-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
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Re: [Flightgear-devel] (no subject)

2008-09-04 Thread Melchior FRANZ
* gerard robin -- 9/4/2008 12:05 PM:
 This must be said again and again, i guess that, here, nobody would
 accept that somebody else could make money   with our own work.

Umm, no. Actually, everyone here who has understood the GPL
*does* accept that others make money with their work. Because
that's part of the licence. You can sell the bo105 for one
billion dollars, if you like. But you can't change the ownership
(copyright) or the license, and you must fulfill your obligations
as set out in the license agreement.

m.

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Re: [Flightgear-devel] (no subject)

2008-09-04 Thread gerard robin
On jeu 4 septembre 2008, Melchior FRANZ wrote:
 * gerard robin -- 9/4/2008 12:05 PM:
  This must be said again and again, i guess that, here, nobody would
  accept that somebody else could make money   with our own work.

 Umm, no. Actually, everyone here who has understood the GPL
 *does* accept that others make money with their work. Because
 that's part of the licence. You can sell the bo105 for one
 billion dollars, if you like. But you can't change the ownership
 (copyright) or the license, and you must fulfill your obligations
 as set out in the license agreement.

 m.


=You can sell the bo105 for one billion dollars.=


Oh yes,
sure, not any doubt, bo105 by Melchior Franz will be like Gioconda  by 
Leonardo di ser Piero da  Vinci.

We only have to wait for  several century:)

-- 
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Voltaire 


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Re: [Flightgear-devel] (no subject)

2008-09-04 Thread Melchior FRANZ
* gerard robin -- 9/4/2008 1:25 PM:
 On jeu 4 septembre 2008, Melchior FRANZ wrote:
 =You can sell the bo105 for one billion dollars.=

 Oh yes, sure, not any doubt, bo105 by Melchior Franz will be
 like Gioconda  by Leonardo di ser Piero da  Vinci.

Bah! We both know that the bo is easily woth that!  :-P

m.

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Re: [Flightgear-devel] (no subject)

2008-09-04 Thread Martin Spott
Melchior FRANZ wrote:

 Umm, no. Actually, everyone here who has understood the GPL
 *does* accept that others make money with their work. Because
 that's part of the licence. You can sell the bo105 for one
 billion dollars, if you like.

If I intended to adapt to Melchior's habits, I should start this
posting with everyone here who has read the GPL   ;-)

The GPLv2 contains a list of constraints which apply to the
distribution of the covered work. This, among other items, includes
charging for the physical act of transferring a copy (§1).
According to the text in §4, every distribution of the work in a way
that doesn't match these constraints is explicitly prohibited.

In other words: You may charge a billion dollars for the distribution
of the bo105, if you're able to devliver a plausible explanation (at
least on demand) why distribution of this work is that expensive. So,
even though the model of the BO-105 in FlightGear is really well-done,
the only valid interpretation, according to the GPLv2, of the wording
to sell the bo105 is to charge for its distribution.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] (no subject)

2008-09-04 Thread LeeE
On Thursday 04 September 2008, Melchior FRANZ wrote:
 * gerard robin -- 9/4/2008 12:05 PM:
  This must be said again and again, i guess that, here, nobody
  would accept that somebody else could make money   with our own
  work.

 Umm, no. Actually, everyone here who has understood the GPL
 *does* accept that others make money with their work. Because
 that's part of the licence. You can sell the bo105 for one
 billion dollars, if you like. But you can't change the ownership
 (copyright) or the license, and you must fulfill your obligations
 as set out in the license agreement.

 m.


All we have to do is find some gullible buyers:)

For me, the GPL is ideal because I don't want the responsibilities 
of ownership.  I like to do what I think I have some skill at, for 
my own enjoyment and satisfaction, and then offer it up to other 
people to use and improve.

I know that I'm not an expert on everything (if anything?), so I 
feel that it's a compliment to me if someone else thinks that work 
that I've done has some value.

Don't get me wrong - I prefer the idea of someone taking my work and 
improving it, for the benefit of everyone, more than I like the 
idea of someone just taking an incomplete solution and exploiting 
it, but either way, at the end of the day I feel that I've been 
able to do something of use to someone.

Personally, I think that ownership is a burden unless your only 
thought is about exploiting others, and I think that's what the GPL 
is really about.

LeeE

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Re: [Flightgear-devel] (no subject)

2008-09-03 Thread Martin Spott
LeeE wrote:

 The GPL allows GPL licenced works to be sold for profit - [...]

Well, you may charge for the _distribution_ of a GPL-licensed work, but
in fact you may not charge for a license of a work that is covered by
the GPL. The wording of your claim sounds a bit irritating,

Martin.
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[Flightgear-devel] (no subject)

2008-01-21 Thread jbabcock

With the following model:

world '' (2)
group 'testgroup1' (2)
poly 'test1'
group 'testgroup2' (1)
poly 'test2'

I can use a material animation on testgroup1 and both test1
and test2 respond, which is what I would expect. I can't
seem to get a material animation to work for testgroup2
though, as long as there is a material animation for it's
parent group. It does not matter what order the animations
are given in the model.xml file, it always fails. Removing
the animation for testgroup1 allows the animation for
testgroup2 to work. Also, using name tags for the
animations doesn't change the behavior.

This was not the case before the OSG changeover, and breaks
a few important animations in the ch53e cockpit. I can work
around this, but it will be inelegant and require a lot of
extra animations as I will have to flatten out the
structure of the cockpit. Any ideas?

Josh




PS, here are the animations:

animation
typematerial/type
object-nametestgroup2/object-name
property-basesim/model/ch53e/test-mat-2/property-base
diffuse
red-propdiffuse/red/red-prop
green-propdiffuse/green/green-prop
blue-propdiffuse/blue/blue-prop
/diffuse
ambient
red-propambient/red/red-prop
green-propambient/green/green-prop
blue-propambient/blue/blue-prop
/ambient
specular
red-propspecular/red/red-prop
green-propspecular/green/green-prop
blue-propspecular/blue/blue-prop
/specular
emission
red-propemission/red/red-prop
green-propemission/green/green-prop
blue-propemission/blue/blue-prop
/emission
shininess/
/animation

animation
typematerial/type
object-nametestgroup1/object-name
property-basesim/model/ch53e/test-mat-1/property-base
diffuse
red-propdiffuse/red/red-prop
green-propdiffuse/green/green-prop
blue-propdiffuse/blue/blue-prop
/diffuse
ambient
red-propambient/red/red-prop
green-propambient/green/green-prop
blue-propambient/blue/blue-prop
/ambient
specular
red-propspecular/red/red-prop
green-propspecular/green/green-prop
blue-propspecular/blue/blue-prop
/specular
emission
red-propemission/red/red-prop
green-propemission/green/green-prop
blue-propemission/blue/blue-prop
/emission
shininess/
/animation



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Re: [Flightgear-devel] (no subject)

2008-01-21 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

[EMAIL PROTECTED] wrote:
| With the following model:
|
| world '' (2)
| group 'testgroup1' (2)
| poly 'test1'
| group 'testgroup2' (1)
| poly 'test2'
|
| I can use a material animation on testgroup1 and both test1
| and test2 respond, which is what I would expect. I can't
| seem to get a material animation to work for testgroup2
| though, as long as there is a material animation for it's
| parent group. It does not matter what order the animations
| are given in the model.xml file, it always fails. Removing
| the animation for testgroup1 allows the animation for
| testgroup2 to work. Also, using name tags for the
| animations doesn't change the behavior.
|
| This was not the case before the OSG changeover, and breaks
| a few important animations in the ch53e cockpit. I can work
| around this, but it will be inelegant and require a lot of
| extra animations as I will have to flatten out the
| structure of the cockpit. Any ideas?
|
| Josh
|
|
Yeah, this is a side effect of the way I implemented material animations in OSG,
in which the material animations set on a parent group override the values of
materials in the children, including those set by animations in the children. 
I'm
going to rewrite this soon, so I think you'll see this problem disappear. 
However,
would you expect to animate red-prop in a parent and blue-prop in a child? I 
don't
think that will work in the future.

Tim

|
|
| PS, here are the animations:
|
| animation
| typematerial/type
| object-nametestgroup2/object-name
| property-basesim/model/ch53e/test-mat-2/property-base
| diffuse
| red-propdiffuse/red/red-prop
| green-propdiffuse/green/green-prop
| blue-propdiffuse/blue/blue-prop
| /diffuse
| ambient
| red-propambient/red/red-prop
| green-propambient/green/green-prop
| blue-propambient/blue/blue-prop
| /ambient
| specular
| red-propspecular/red/red-prop
| green-propspecular/green/green-prop
| blue-propspecular/blue/blue-prop
| /specular
| emission
| red-propemission/red/red-prop
| green-propemission/green/green-prop
| blue-propemission/blue/blue-prop
| /emission
| shininess/
| /animation
|
| animation
| typematerial/type
| object-nametestgroup1/object-name
| property-basesim/model/ch53e/test-mat-1/property-base
| diffuse
| red-propdiffuse/red/red-prop
| green-propdiffuse/green/green-prop
| blue-propdiffuse/blue/blue-prop
| /diffuse
| ambient
| red-propambient/red/red-prop
| green-propambient/green/green-prop
| blue-propambient/blue/blue-prop
| /ambient
| specular
| red-propspecular/red/red-prop
| green-propspecular/green/green-prop
| blue-propspecular/blue/blue-prop
| /specular
| emission
| red-propemission/red/red-prop
| green-propemission/green/green-prop
| blue-propemission/blue/blue-prop
| /emission
| shininess/
| /animation
|
|
|
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[Flightgear-devel] (no subject)

2005-12-22 Thread marjacek



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