Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-03 Thread Jeff Koppe
As a long time Virtual Sailor user/idea contributor this thread caught my 
attention (well... once it said Sailing Ships... in the subject). In fact 
I've been toying with the idea of attempting to make my own cross-platform 
sailing simulator for several years. I had thought about using FG as a starting 
point but more recently I decided Delta3d would suit my needs better. But then 
again I'm primarily a Perl programmer and it's all vaporware at this point! If 
there is any movement in this direction I'd be more than happy to help. I'd 
gladly convert any of my Virtual Sailor boats for use and probably build 
anything needed. (See www.static-lift.net for examples.) But I do think that 
wave action upon a boat is THE key to a sailing/boating/ship simulator. Let's 
face it, regardless of the motive power of the vessel (I too, had downloaded 
the original Surprise program with the intent of porting it over to Linux), 
moving up, down, across and through waves is the defining factor of ma
 ritime travel.

--jeff


 - Original Message -
 From: Steve Hosgood [EMAIL PROTECTED]
 To: [EMAIL PROTECTED], FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)
 Date: Fri, 02 Jun 2006 09:49:04 +0100
 
 
 GWMobile wrote:
 
  What about changing the aerodynamic computation so they take 
  place based on radius from the earth and at what would be sea 
  level change the air density to that of water.
  Then any object below sealevel flys under those equations. It 
  would allow for surface ships and submarines.
 
  And load in the whole terrain map of the world including all 
  bathespheric data
 
 
 
 
 I'd considered this, but I don't have the knowledge of hydraulics
 necessary to try and parameterise a ship's behaviour to suit (say)
 jsbsim. I think we'd need to spend some time running model hulls through
 water tanks or flumes if we were ever to gain that sort of data, and
 that means waiting until some Ph.D ship design students fancy getting
 into the project!
 
 I'm thinking more modestly for now, i.e take Peter Davis's surprise
 FDM as a starting point. It doesn't handle any of the flotation aspects
 of a ship - just assumes the ship is at water level (which is OK until
 you want to try handling behaviour in waves). Davis's sim basically
 deals with thrust on sails up masts at various heights with yardarms set
 at given angles. Oh, and a rudder of course. It does consider heeling
 though, and in a true FDM for a ship I believe a heeled-over hull (as
 long as it is moving) is a significant contribution to being able to
 steer the thing. I've not dug in deep enough to see if Davis deals with
 heeling effects using real data or just fudge-factors.
 
 Either way, I think it'll be OK for a starter.
 
 FG's world model doesn't even need bathymetric data to start with.
 Basically you could get away with if (ship within 50m of land) then
 you've run aground; as a starting point. Worry about bathymetrics
 *after* getting the rest of it to work.
 
 But you're right about submarines of course. They do fly in the water.
 Boats are the special case.
 Steve.
 
 
 
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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-03 Thread GWMobile
For craft at sea level over non land turbulence equations could be 
modified to create rythmic up down motion as well as currents from a 
direction.

If the frequency of the verticla turbulence shift is equal to the speed 
of the ship times 3 to 20 feet it should provide reasonable wave dip.

On Sat, 3 Jun 2006 7:57 am, Jeff Koppe wrote:
 As a long time Virtual Sailor user/idea contributor this thread caught 
 my attention (well... once it said Sailing Ships... in the subject). 
 In fact I've been toying with the idea of attempting to make my own 
 cross-platform sailing simulator for several years. I had thought about 
 using FG as a starting point but more recently I decided Delta3d would 
 suit my needs better. But then again I'm primarily a Perl programmer 
 and it's all vaporware at this point! If there is any movement in this 
 direction I'd be more than happy to help. I'd gladly convert any of my 
 Virtual Sailor boats for use and probably build anything needed. (See 
 www.static-lift.net for examples.) But I do think that wave action upon 
 a boat is THE key to a sailing/boating/ship simulator. Let's face it, 
 regardless of the motive power of the vessel (I too, had downloaded the 
 original Surprise program with the intent of porting it over to Linux), 
 moving up, down, across and through waves is the defining factor of ma
  ritime travel.

 --jeff


  - Original Message -
  From: Steve Hosgood [EMAIL PROTECTED]
  To: [EMAIL PROTECTED], FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Sailing Ships (was Re: Tides in 
 FlightGear?)
  Date: Fri, 02 Jun 2006 09:49:04 +0100


  GWMobile wrote:

   What about changing the aerodynamic computation so they take
   place based on radius from the earth and at what would be sea
   level change the air density to that of water.
   Then any object below sealevel flys under those equations. It
   would allow for surface ships and submarines.
  
   And load in the whole terrain map of the world including all
   bathespheric data
  
  
  

  I'd considered this, but I don't have the knowledge of hydraulics
  necessary to try and parameterise a ship's behaviour to suit (say)
  jsbsim. I think we'd need to spend some time running model hulls 
 through
  water tanks or flumes if we were ever to gain that sort of data, and
  that means waiting until some Ph.D ship design students fancy getting
  into the project!

  I'm thinking more modestly for now, i.e take Peter Davis's surprise
  FDM as a starting point. It doesn't handle any of the flotation 
 aspects
  of a ship - just assumes the ship is at water level (which is OK until
  you want to try handling behaviour in waves). Davis's sim basically
  deals with thrust on sails up masts at various heights with yardarms 
 set
  at given angles. Oh, and a rudder of course. It does consider heeling
  though, and in a true FDM for a ship I believe a heeled-over hull 
 (as
  long as it is moving) is a significant contribution to being able to
  steer the thing. I've not dug in deep enough to see if Davis deals 
 with
  heeling effects using real data or just fudge-factors.

  Either way, I think it'll be OK for a starter.

  FG's world model doesn't even need bathymetric data to start with.
  Basically you could get away with if (ship within 50m of land) then
  you've run aground; as a starting point. Worry about bathymetrics
  *after* getting the rest of it to work.

  But you're right about submarines of course. They do fly in the water.
  Boats are the special case.
  Steve.



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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread Steve Hosgood




Martin Doege wrote:
Hi Steve!
  
Naval simulations are great, but if integrating tides into the
present-day ocean in FG is such a big technical challenge as it seems
to be, I would not think that a "real" ocean with rolling waves, reefs,
bathymetry, etc. is right around the corner. I think you would want to
have something like in Virtual Sailor or Silent Hunter III and that is
simply far removed from the blue plane that is currently the sea in FG.
  

Hi Martin.
I'm not sure the tides issue is likely to be a "big technical
challenge" actually. In the space of about 4 postings here, a workable
scheme was proposed of colouring certain triangles "sea" or "mud"
according to their datum heights as compared with a local simplified
tideheight generator.

I can provide the maths for a tideheight generator, the only "problem"
is providing a suitable set of triangles (tagged with datum heights)
in a known tidal area. Also, on a tile-by-tile basis, a set of
(probably four) tidal vectors has to be given.

The graphics engine needs to know how to do the colouring on-the-fly,
but compared with the magic that the 3D experts on this project have
already acheived, that'll be done in an evening as soon as someone sets
out to do it!

But in general naval simulations don't always need flashy
graphics
to be fun, so finding a good graphics engine is probably not so
important at this point.
I ws intimating that I don't have to find one - I've found it! Right
here. :-)
 As with all simulations, what really makes
them absorbing is the feeling of "being there", and while good graphics
don't hurt, good gameplay matters more. For example, the submarine sim Red Storm Rising mostly had only tactical
displays to look at that look about as boring as it gets, and yet
it was an engaging game and the suspension of disbelief worked well. 
  

That's about what the current "surprise" program (windoze or linux)
has. It's really just a wrapper around the "FDM" to let the "FDM" be
used for something.

So instead of hoping for great seascapes from FG/SimGear
in the
near (or not so near) future, I would first improve your existing
"FDM", add the ocean, include navigation aids, etc.
Stars, sun and a stopwatch. That's all you get!
Ok. Ok, I'm joking of course. That's all you get in the 18th century,
but if sailing ships worm their way into the FG world, they'll be
usable in any timeframe. After all, tall ships are still with us in the
21st century.

 Cannons and a
damage model should also be added since you are mentioning Hornblower.
As in Sid Meier's
Pirates!,
the crew should also be simulated, [giant snip]
Funny, you've just written almost exactly what I wrote to "The Admiral"
(Peter Davis) last year. His comments were that he never planned to
make a game of the sim - his sentiments in fact matched closely to
those we hear all the time here on the FlightGear discussions group.
It's to be an accurate sim first and foremost, but if people want to
add guns/missiles etc then that's up to them.

I talked about crew, crew morale etc. (I've been a penpaper RPG-er
for a long time.) Same sort of response - basically, he (Davis) is only
really interested in getting the sim to work well and would be
disappointed to see the project "degenerate" into "just a game".

Of course, done well then there's no reason why any of the additions
you mention would degenerate the project - they should be seen as
enhancements.

Graphics could initially be fairly minimal, perhaps
isometric
view or 2D.
Dovetailing into FG would allow 3D models from the start. I really
don't want to have to build a custom isometric or 2D graphics engine
just for "surprise". 

 This would also give you time to develop a good interface.
All your points are very valid - especially this one. Unlike aircraft,
saling ships don't have a single "point of control". The nearest (in
18th century parlance) is "the quarterdeck" where the master or captain
issues the orders, which then have to be relayed through several layers
of middlemen to the grunts who pull the ropes. There is of course a
"ship's wheel" but it's not a single point of control to compare with
(say) an aircraft control column.

Try it with "suprise". The ship's wheel does precious little unless the
ship is moving at quite a lick. It's the set of the sails (especially
the spanker) that really steers the thing.

I would also use a higher-level language for faster
development and
improved flexibility. Python comes to mind and has the advantage that
the existing BASIC code should be easily converted to it and that there
is Libglade and pyGlade. It is also nicely modular and its sane
implementation of object orientation as well as its use of generators
are definite boons for simulations. At a later point, 3D graphics could
be added if desired, e.g. via PyOpenGL or using code in C/C++.
  

The existing code isn't BASIC, it's 'C' that looks like BASIC :-)
As I stated before - Davis wrote the original in BASIC and ported it to
'C' many years 

Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread GWMobile
What about changing the aerodynamic computation so they take place based 
on radius from the earth and at what would be sea level change the air 
density to that of water.
Then any object below sealevel flys under those equations. It would 
allow for surface ships and submarines.

And load in the whole terrain map of the world including all 
bathespheric data

The water surface could then just be a specialized cloud layer.

That would give a great start.

On Thu, 1 Jun 2006 10:30 am, Steve Hosgood wrote:
 Martin Doege wrote:

 Hi Steve!

 Naval simulations are great, but if integrating tides into the 
 present-day ocean in FG is such a big technical challenge as it seems 
 to be, I would not think that a real ocean with rolling waves, 
 reefs, bathymetry, etc. is right around the corner. I think you would 
 want to have something like in Virtual Sailor or Silent Hunter III and 
 that is simply far removed from the blue plane that is currently the 
 sea in FG.

 Hi Martin.

 I'm not sure the tides issue is likely to be a big technical 
 challenge actually. In the space of about 4 postings here, a workable 
 scheme was proposed of colouring certain triangles sea or mud 
 according to their datum heights as compared with a local simplified 
 tideheight generator.

 I can provide the maths for a tideheight generator, the only problem 
 is providing a suitable set of triangles (tagged with datum heights)  
 in a known tidal area. Also, on a tile-by-tile basis, a set of 
 (probably four) tidal vectors has to be given.

 The graphics engine needs to know how to do the colouring on-the-fly, 
 but compared with the magic that the 3D experts on this project have 
 already acheived, that'll be done in an evening as soon as someone sets 
 out to do it!

 But in general naval simulations don't always need flashy graphics to 
 be fun, so finding a good graphics engine is probably not so important 
 at this point.

 I ws intimating that I don't have to find one - I've found it! Right 
 here. :-)

 As with all simulations, what really makes them absorbing is the 
 feeling of being there, and while good graphics don't hurt, good 
 gameplay matters more. For example, the submarine sim Red Storm Rising 
 mostly had only tactical displays to look at that look about as boring 
 as it gets, and yet it was an engaging game and the suspension of 
 disbelief worked well.

 That's about what the current surprise program (windoze or linux) 
 has. It's really just a wrapper around the FDM to let the FDM be 
 used for something.

 So instead of hoping for great seascapes from FG/SimGear in the near 
 (or not so near) future, I would first improve your existing FDM, 
 add the ocean, include navigation aids, etc.

 Stars, sun and a stopwatch. That's all you get!
 Ok. Ok, I'm joking of course. That's all you get in the 18th century, 
 but if sailing ships worm their way into the FG world, they'll be 
 usable in any timeframe. After all, tall ships are still with us in the 
 21st century.

 Cannons and a damage model should also be added since you are 
 mentioning Hornblower.

 As in Sid Meier's Pirates!, the crew should also be simulated, [giant 
 snip]

 Funny, you've just written almost exactly what I wrote to The Admiral 
 (Peter Davis) last year. His comments were that he never planned to 
 make a game of the sim - his sentiments in fact matched closely to 
 those we hear all the time here on the FlightGear discussions group. 
 It's to be an accurate sim first and foremost, but if people want to 
 add guns/missiles etc then that's up to them.

 I talked about crew, crew morale etc. (I've been a penpaper RPG-er for 
 a long time.) Same sort of response - basically, he (Davis) is only 
 really interested in getting the sim to work well and would be 
 disappointed to see the project degenerate into just a game.

 Of course, done well then there's no reason why any of the additions 
 you mention would degenerate the project - they should be seen as 
 enhancements.

 Graphics could initially be fairly minimal, perhaps isometric view or 
 2D.

 Dovetailing into FG would allow 3D models from the start. I really 
 don't want to have to build a custom isometric or 2D graphics engine 
 just for surprise.

 This would also give you time to develop a good interface.

 All your points are very valid - especially this one. Unlike aircraft, 
 saling ships don't have a single point of control. The nearest (in 
 18th century parlance) is the quarterdeck where the master or captain 
 issues the orders, which then have to be relayed through several layers 
 of middlemen to the grunts who pull the ropes. There is of course a 
 ship's wheel but it's not a single point of control to compare with 
 (say) an aircraft control column.

 Try it with suprise. The ship's wheel does precious little unless the 
 ship is moving at quite a lick. It's the set of the sails (especially 
 the spanker) that really steers the thing.

 I would also use a higher-level 

Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread Arnt Karlsen
On Thu, 1 Jun 2006 12:21:31 -0400, GWMobile wrote in message 
[EMAIL PROTECTED]:

 The water surface could then just be a specialized cloud layer.

..in a way, it is.  ;o)

..has anyone tried this idea by now?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.




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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-05-31 Thread Steve Hosgood
Jim A wrote:

All very good, and a great technical challenge.  But, maybe a branch called 
FloatGear would be in order?   ;-)

  

I love it! Thanks - that made me smile first thing in the morning.

then there are land vehicles  -- for transportation, sport, and 
defenseDriveGear?

  

Or TopGear (or IntoGear) :-)

It would be cool to have the Nimitz (and others) respond to sea state, and the 
visual eye candy of the water to look appropriate to the sea state condition.

These thoughts all seem daunting, but seeing what this community has 
accomplished thus far, it could very well happen.
  


Indeed - however my suggestion would be that should the world-system of 
FG get used for things other than flight simulation, that it doesn't get 
branched. Branching just makes maintainance more difficult and breeds 
flamewars.

It is probably best that people wanting to use FlightGear as a world 
engine for other things (like ship sims) just get on with it using the 
code as is, but keep talking on this list so that mainline code 
developers can try and avoid doing things that deliberately break those 
side-projects.

Should something like a ship-sim become popular (and people have asked 
about ship sims on here before) then maybe its code might enter FG's CVS 
repository, just like a new flight-sim engine might. (There are at least 
three flight-sim engines in there already.)

It might even happen that FlightGear code becomes three or more 
conceptual lumps, rather than the two is is now (SimGear  FlightGear). 
SimGear is already starting to look like a great load of astronomy stuff 
could be broken out into - er - EphemGear? :-)

I shall keep an interested eye on whatever improvements are suggested 
(and made) to the oceans in FG. The development people will probably 
already want to allow for things like aircraft carriers to behave more 
naturally - if they keep that in mind, hooking in a sailing ship later 
should be straightforward.

Steve.



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[Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-05-30 Thread Steve Hosgood




Martin Doege wrote:

  By having the water as a separated mesh, we
could finally

simulate the plane-water interaction properly. I feel that this method
would

move us into the right direction.

  
  
And since one of the major selling points of "Flight Simulator X" will
  
be, at least according to the screenshots and trailers, the more
  
realistic depiction of water in all its pixel shader-rendered glory,
  
it would be great if the water in FG would also be a little more than
  
just the big blue parking lot it is right now. :-)
  
  
Martin D.
  

If there's an interest in improving FG's handling of water, might it be
good to take in the idea that maybe one day the FG engine could be used
for sailing ship simulation too? After all, FG's already got the 3D
graphics engine, world scenery and a weather engine. Add in a sailing
ship simulator "FDM", and a proper concept of water (tides, currents,
depths, waves, 50-ft sea monsters etc) and you'd have it.

Last year, I discovered Peter Davis's Tallship simulator "surprise.exe"
and made a partial port to linux.

Davis's website (for the original windoze program) is:
http://home.wxs.nl/~pdavis
My RPMs of the linux port are here:
ftp://tallyho.bc.nu/pub/steve/surprise/surprise-20030924-2.i386.rpm

My port is nowhere near complete in terms of options and eye-candy, but
it does run. Mine only simulates the three-masted frigate (the original
does that plus a two-masted brig). Mine doesn't have the "map" display
nor any concept of land. The original modelled some "islands" to
provide some entertainment trying to navigate. Mine doesn't yet show
the "thrusts" diagram which tells you what forces are being provided by
which sails. Mine doesn't yet have configurable weather, the original
does.

Porting it required me to tease out the "FDM" for Davis's ship
simulator - it had been somewhat intertwined with the calls to the
windoze API needed for his GUI. My version uses his "FDM" but with the
GUI implemented with "Glade", the GTK+ GUI writer.

I was actually using the project to teach myself Glade. Funnily enough,
Peter Davis taught himself Visual Basic (and later Visual C) in order
to write his ship-sim in the first place. His inexperience with
computer programming does show in the code (along with its rather
BASIC-like layout due to its heritage), but it does at least work.

I've seen various people post queries about ship simulators on this
list before, all to no avail.

See here for a (commercial) 3D model of an 18th century frigate:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/240860/Action/FullPreview

FG can't use this (obviously) but the FG project's got quite a few
excellent 3D modeller experts in need of a challenge :-)
If you get the "The Making of Hornblower" book that went with the UK's
"Carlton TV" dramatisation of Forrester's books, then on the inner
cover flysheets and the centre-spread there's a reproduction of a set
of technical drawings for the "Grand Turk" (the ship used in the TV
series, and used in the BBC's "Longitude" TV programme). 

To answer one obvious comment before it happens: yes, Peter Davis's
source code (and my existing work on a linux port) are all GPL! I asked
Davis last year if he would consider some sort of formal licence for
his work, and he GPL-ed it last August.

Steve



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