Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Gijs de Rooy

Hi all,
 
just pushed ratings for my vehicles to Git (wow, didn't know I had that many 
(uninished) vehicles! 
This year I didn't start new aircraft IIRC, I'm now finishing up my existing 
ones instead, as I should
have done in the past years...). Anyway, I came across some issues with the 
rating system:
 

Certain vehicles do not have a cockpit. For example my jetman, which is 
basically a man
hanging under a pair of wings equipped with jets. How would one give this man a 
cockpit-
rating?! Maybe cockpit should mean instruments and controls? In that case I 
can give this
man a rating: the ignition switch and parachute handle are missing from the 
model. 

For now I gave him a 3, but I'd like to hear opinions and see a note being 
added to the wiki
on how to deal with such issues. It isn't as easy as If your aircraft does not 
have a given system,
 ignore it for the purposes of rating ;)

I think the alpha-range is rather big, compared to the others. There is an 
awfull lot of difference
between a total=0 aircraft and a total=8 (eg. Model=3, FDM=3, Cockpit=0, 
Systems=2). I 
don't care if my vehicles end up low in the completness-rating (I consider my 
best aircraft 
early production) but I do feel offset to see my aircraft end up next to an 
empty hull. Adding
in a 0-4 rating would be nice IMO; we can call that pre alpha.
 
Just some Monday afternoon ideas :)
 
Cheers,
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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Vivian Meazza
Gijs,

 

Some comments inline.

 

Vivian

 

-Original Message-
From: Gijs de Rooy [mailto:gijsr...@hotmail.com] 
Sent: 13 June 2011 13:17
To: FlightGear Development list
Subject: Re: [Flightgear-devel] Rating System Redux

 

Hi all,
 
just pushed ratings for my vehicles to Git (wow, didn't know I had that many
(uninished) vehicles! 
This year I didn't start new aircraft IIRC, I'm now finishing up my existing
ones instead, as I should
have done in the past years...). Anyway, I came across some issues with the
rating system:
 

1.  Certain vehicles do not have a cockpit. For example my jetman, which
is basically a man
hanging under a pair of wings equipped with jets. How would one give this
man a cockpit-
rating?! Maybe cockpit should mean instruments and controls? In that case
I can give this
man a rating: the ignition switch and parachute handle are missing from the
model. 

For now I gave him a 3, but I'd like to hear opinions and see a note being
added to the wiki
on how to deal with such issues. It isn't as easy as If your aircraft does
not have a given system,
ignore it for the purposes of rating ;)

If the model has no cockpit (correctly) then it gets a 5 (totally
realistic). If it's missing a couple of switches, then that's a 4

2.  I think the alpha-range is rather big, compared to the others. There
is an awfull lot of difference
between a total=0 aircraft and a total=8 (eg. Model=3, FDM=3, Cockpit=0,
Systems=2). I 
don't care if my vehicles end up low in the completness-rating (I consider
my best aircraft 
early production) but I do feel offset to see my aircraft end up next to
an empty hull. Adding
in a 0-4 rating would be nice IMO; we can call that pre alpha.

 

Just how many systems are there - this must be a 4 as well?

 So that would become 3 + 3 + 4 + 4 = 14 = early production. Good enough for
me :-)


Just some Monday afternoon ideas :)
 
Cheers,
Gijs

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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Gijs de Rooy


 Vivian wrote:

 Just how many systems are there – this must be a 4 as well?
 So that would become 3 + 3 + 4 + 4 = 14 = early production. Good enough for 
 me J

My 2nd point wasn't about the Jetman ;)

But yeah, I do think the Cockpit might be a 4 rather than a 5 then. Will wait 
for some more
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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Vivian Meazza
Gijs wrote:

 

 Vivian wrote:

 Just how many systems are there - this must be a 4 as well?
 So that would become 3 + 3 + 4 + 4 = 14 = early production. Good enough
for me :-)

My 2nd point wasn't about the Jetman ;)

But yeah, I do think the Cockpit might be a 4 rather than a 5 then. Will
wait for some more
opinions.

 

Now how was I meant to guess that :-)?

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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Hal V. Engel
On Monday, June 13, 2011 06:12:04 AM Gijs de Rooy wrote:
  Vivian wrote:
  
  Just how many systems are there – this must be a 4 as well?
  So that would become 3 + 3 + 4 + 4 = 14 = early production. Good enough
  for me J
 
 My 2nd point wasn't about the Jetman ;)
 
 But yeah, I do think the Cockpit might be a 4 rather than a 5 then. Will
 wait for some more opinions.

I approach all of the catigories with the thought that I am rating how 
complete the model is in that catigory.  For example for Systems if I rate it 
a 4 then it should have it's over all sustems about 75% complete.  Then same 
for other other catigories.  

The descriptions on the wiki page are more like a guild to help with what 
types of things belong in each catigory and the info there is very helpful for 
normal aircraft.  Things like the jetman are sort of corner cases but it 
wouldn't hurt to add info to the wiki about how these types of things shuold 
be rated. 

So your jetman is missing a few things from the cockpit but if there should 
be 5 things in the cockpit to make it complete and it has 4  (or 10 and 7) 
then it is it is a 4. 

Hal 
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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Hal V. Engel
On Monday, June 13, 2011 05:16:59 AM Gijs de Rooy wrote:
 Hi all,
snip
 I think the alpha-range is rather big, compared to the others. There is an
 awfull lot of difference between a total=0 aircraft and a total=8 (eg.
 Model=3, FDM=3, Cockpit=0, Systems=2). I don't care if my vehicles end up
 low in the completness-rating (I consider my best aircraft early
 production) but I do feel offset to see my aircraft end up next to an
 empty hull. Adding in a 0-4 rating would be nice IMO; we can call that
 pre alpha.
 
 Just some Monday afternoon ideas :)
 
 Cheers,
 Gijs

I am not sure that I am bothered by this since for the most part users will 
not be interested in alpha models.  But you are right the alpha staus implies 
that the model is in a state where it could be tested by users and there are 
models in GIT that are not that far along.  The other possibility is that we 
discourage including a status rating until such time that the model is user 
testable.

This also makes it possible, with some work to the download page, to exclude 
models with no status from appearing on the download page.  This way aircraft 
devs would be able to control when their model appears on the download page.

Hal
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Re: [Flightgear-devel] Rating System Redux

2011-06-03 Thread ThorstenB
Hi Stuart and all,

  http://wiki.flightgear.org/Formalizing_Aircraft_Status

We have some (too few!) aircraft providing documentation / tutorials, 
i.e. how to start, how to use instruments... I like extremely 
detailed/realistic aircraft, and I'm not asking everyone to provide 
cheating autostart options. But realistic FDMs/cockpits/... are still of 
little use when people don't know how to use them. So, wouldn't it be a 
good idea to make the level of documentation/tutorials part of the new 
rating system? Especially since that's certainly of interest to new 
users (new to FG, or just new to the aircraft).

So, how about adding Documentation and Tutorials rating section, like:

0: no documentation/tutorials available
1: aircraft key bindings dialog available, basic documentation included 
(i.e. readme.txt)
2: tutorials on basic aircraft operation available (at least start-up)
3: advanced tutorials available (start-up, autopilot, approach/landing 
configuration)
4: highly advanced training tutorials available (i.e. covering 
emergencies/engine-failures etc)

You can certainly argue on how many points these are worth (compared to 
FDM/cockpit realism etc). But it shouldn't be ignored completely.

Any thoughts?

cheers,
Thorsten

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Re: [Flightgear-devel] Rating System Redux

2011-06-03 Thread Stuart Buchanan
On Fri, Jun 3, 2011 at 6:56 PM, ThorstenB wrote:
 Hi Stuart and all,

   http://wiki.flightgear.org/Formalizing_Aircraft_Status

 We have some (too few!) aircraft providing documentation / tutorials,
 i.e. how to start, how to use instruments... I like extremely
 detailed/realistic aircraft, and I'm not asking everyone to provide
 cheating autostart options. But realistic FDMs/cockpits/... are still of
 little use when people don't know how to use them. So, wouldn't it be a
 good idea to make the level of documentation/tutorials part of the new
 rating system? Especially since that's certainly of interest to new
 users (new to FG, or just new to the aircraft).

You may have seen that I've proposed putting it at least partly within the
 Systems  rating, as really it is related to operating those systems.

Thus far, my proposal is that for a Systems:3 rating, there must be
either in-sim instructions or a tutorial for the correctly modelled engine
startup.  I think that is reasonable, and will allow new users to at least
start the engine, if not get into the air.

We could extend that such that for each of the modelled systems for a given
rating there must be either
- in-sim help/checklist
- in-sim tutorial
- referenced documentation elsewhere (Manual, wiki, freely available PoH)

Does that seem reasonable or too draconian?

The problem with having it as a completely separate rating is that when
calculating an overall status for the aircraft  it dilutes the other ratings
(in particular FDM) unless one starts weighting the different ratings.

-Stuart

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Re: [Flightgear-devel] Rating System Redux

2011-06-03 Thread Hal V. Engel
On Friday, June 03, 2011 11:45:26 AM Stuart Buchanan wrote:
 On Fri, Jun 3, 2011 at 6:56 PM, ThorstenB wrote:
  Hi Stuart and all,
  
http://wiki.flightgear.org/Formalizing_Aircraft_Status
  
  We have some (too few!) aircraft providing documentation / tutorials,
  i.e. how to start, how to use instruments... I like extremely
  detailed/realistic aircraft, and I'm not asking everyone to provide
  cheating autostart options. But realistic FDMs/cockpits/... are still of
  little use when people don't know how to use them. So, wouldn't it be a
  good idea to make the level of documentation/tutorials part of the new
  rating system? Especially since that's certainly of interest to new
  users (new to FG, or just new to the aircraft).
 
 You may have seen that I've proposed putting it at least partly within the
  Systems  rating, as really it is related to operating those systems.

There are some things that should be covered in the in-sim help or a pilots 
handbook that are related to the FDM such as Vne, stall speeds, service 
ceiling and the like.  So perhaps there is an FDM component to this as well 
but this is probably a nit and having it covered in the Systems catigory seems 
OK to me.

 
 Thus far, my proposal is that for a Systems:3 rating, there must be
 either in-sim instructions or a tutorial for the correctly modelled engine
 startup.  I think that is reasonable, and will allow new users to at least
 start the engine, if not get into the air.
 
 We could extend that such that for each of the modelled systems for a given
 rating there must be either
 - in-sim help/checklist
 - in-sim tutorial
 - referenced documentation elsewhere (Manual, wiki, freely available PoH)
 
 Does that seem reasonable or too draconian?

This strikes me as an OK approach.  As the systems being modeled get more 
complex and/or numerous having everything covered by in-sim help/check lists 
is not feasible (IE. the help text becomes too big).   But there is also a 
need for more documentation as more systems are added to the model.  Having 
some basic aircraft help (perhaps startup, take off and landing check lists 
along with some other basic info) and referring users to a pilot's handbook 
that covers in detail how these systems work IRL should be enough to satisfy 
this requirement.  

For many aircraft getting the pilots handbook is not hard but it can take some 
research to find.  I had considered adding the pilots handbook to my aircraft 
directory in a Docs subdirectory since it has been put in the public domain by 
US.gov (IE. no IP issues - something that will not be the case for all 
aircraft).  But the best of the handbooks available is fairly large (around 54 
meg) and I am a little hesitant to add it since adding the handbook almost 
doubles the download size of the aircraft. 

I didn't even think about this when rating my aircraft since I had assumed 
that most if not all aircraft with with a shot at something beyond a beta 
rating would either have extensive in-sim documentation or a pilots handbooks 
would be available.  For me adding this requirement to the rating system would 
not affect how I scored my model but it may impact others.

 
 The problem with having it as a completely separate rating is that when
 calculating an overall status for the aircraft  it dilutes the other
 ratings (in particular FDM) unless one starts weighting the different
 ratings.
 
 -Stuart
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Hal V. Engel
On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
 Hal,
 
 I can't follow your logic - because there are some aircraft that need a lot
 of work, the system shouldn't recognize advanced features in other
 aircraft that do have them? 

I should have been clearer - Sorry.  What I was trying to say is that we 
shouldn't need special cases to include this type of stuff in the rating.

 I also disagree with Stuart that such advanced
 features are nice-to-haves and add little to the simulation - why the hell
 are we including them then? Do the stores so nicely added to the P-51 add
 nothing? 

These add a lot.  I treated them as systems and included them in Systems 
rating.  Seemed like the right way to handle this stuff to me.

 On the other hand, the ability to change liveries adds to the
 model? Sure doesn't wring my withers, but I suppose the airliner
 aficionados (and I'm not one) absolutely must have that.

I agree with this (IE. that liveries only make sense for some models).  Stuart 
changed the External Model category to make liveries optional to get a 4 or 
above.

 The P-51 is a superb model already, and at a reasonable frame rate here -
 about 75% of my benchmark figure. 

The yasim p51d gets about 35 FPS on my older system (it's probably a mid level 
system by todays standards) and the jsbsim version gets about 22 FPS under the 
same conditions.  Considering how much more detail there is in the JSBSim 
cockpit I think it does OK frame rate wise.

 It would benefit from a tutorial on the start procedure -

It does have a complete startup check list/procedure in the aircraft specific 
help that is basically copied from the pilots manual.  The startup is fairly 
simple (comparable to a single engine GA aircraft) so most users should be 
able to get it running by reading the startup check list/procedure.

 
 but apparently that would win no points either. That seems to be a missed 
 opportunity too. 

I agree that the quality of the aircraft specific help and the existence of 
tutorials needs to be factored into the rating system some how.

 I suppose the P-51 FDM is accurate -
 but I find it not all that pleasant to fly. 

There is a high pilot work load during take off and initial climb out and this 
makes things unpleasant during those part of a flight.  Once up to or above 
normal climb speed and trimmed it becomes fairly easy to fly.  It also can be a 
handful in high G maneuvers since it will snap if there is a yaw angle as you 
approach stall.  You can appoach stall at fairly high speeds in high G 
maneuvers without blacking out.  FG pilots will likely find this behavior 
surprising since the JSBSim P-51D is the only FG aircraft I know of that will 
do this.  But after the pilot gets used to this behavior it gives the pilot a 
level of feedback near stall that is very useful.  

 I would say that you have probably slightly underrated its score.
 

I may have been overly critical with my ranking but I have a very long todo 
list and I am acutely aware of how much work remains to be done.  I think this 
is a common situation among those who are trying to create very high quality 
models and I also believe that most individuals trying to create high quality 
models will tend to underrate their own models.  I think this is a good 
thing since it sets a very high bar.
 
 
 In the final analysis - the system currently proposed is only marginally
 better than the current wet finger in the air method. I think we are
 falling a bit short here in our aim to be both objective, and to tell users
 more about the available aircraft.

This I don't totally agree with.  The system is far from perfect but at least 
we have a documented rating system that is somewhat objective and fairly easy 
to do.  We can improve on it going forward to make it more complete and what 
we have now is a good starting place and is clearly better than the wet finger 
in the air method.

 In particular, the failure to tell users
 that they need a powerful system to use a model, and something about the
 difficulty of use, is going to disappoint and or frustrate users.
 

I think these are separate issues from rating model maturity.

Hal
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Hal V. Engel
On Tuesday, May 31, 2011 10:26:18 PM Robert wrote:
 I absolutely agree with Vivian. The users should know about planes that
 need much resources (CPU, RAM, VRAM).
 This value should not influence the total score.

I think how much compute power is needed and how difficult a model is to 
use/fly 
are seperate subjects from the status/maturatity of the model.  In general 
models that are more mature will tend to require more compute resources and 
also will be more difficult to use/fly for aircraft of similar complexity IRL.  
Ease of use of the models should reflect how difficult the aircraft is to fly 
IRL 
at least for mature models.  

New users, particularly younger ones, sometimes think that FG is a game rather 
than a simulation and assume that how it presents aircraft should be arcade 
game like.  I have seen a number of forum threads that started off with 
something along the lines of I just started using FG today and I tried to fly 
complex high performance aircraft and I always crash during take off  
Invariably the next post will point out that complex high performance 
aircraft requires a lot of skill and experience to fly and will ask the user 
if he has tried the C172P or some other basic aircraft.  The OP will reply no 
but I will.  Then they report that they were succesful with the more basic 
aircraft and are happy with FG.  

IRL you don't climb into the pilots seat of a complex high performance 
aircraft for your first flight ever and expect to walk away in one piece.  Why 
would this be different for FG and why would FG users expect it to be 
different?  
Having a difficulty rating someplace visible to users is a good idea since it 
might clue in at least some new users that they probably need to start out 
with something easy to fly usless they fly complex aircraft IRL. 

So I agree ratings for difficulty of use and how much compute power is needed 
should be seperate from the status since these have nothing to do with model 
maturity.

 Maybe using the total score is not a good idea at all, because some users
 prefer the eye candy and don't worry about frame rate too much, others
 prefer an accurate FDM and a high framerate. So the total score doesn't
 tell the whole story!

The overall status is for backward compatibility.  It is displayed in fgrun 
and on the download page already.

Also the most mature models will have eye candy, complex system modeling and 
a high quality FDM.  So I think it does tell most of the story and users can 
infer how much compute power is needed for a given level of real life aricraft 
complexity from the status rating.  A very simple aircraft (IE. Piper Cub or 
sail plane) of any status probably will run fine on a low to mid level system.  
But a highly complex aircraft that has a mature model (production or above) 
will probably require a high end machine to get good frame rates.   It's not 
really rocket science as it just requires some common sense to figure out.  But 
I don't see any reason not to also include information about required compute 
power for each model.

 But the idea of showing the user individual scores (FDM, Systems, Cockpit,
 3d model, + needed resources) is a good one!
 What do you think?

At this point users have to look in the XML files to see the FDM, Systems, 
Cockpit and External model scores.  These are not visible in any UI or on the 
download page.  So at this point only users who understand how things are 
setup in FG will be able to find this information and more work will be needed 
to make it available to nave users.

Another issue is for the needed resources and difficulty rating to make sense 
there needs to be documentation on how to create the ratings and a description 
some place for user so that they can understand what these mean.

Hal
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Stuart Buchanan
Adding to Hal's comments:

On Wed, Jun 1, 2011 at 7:21 PM, Hal V. Engel wrote:
 On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
 I also disagree with Stuart that such advanced
 features are nice-to-haves and add little to the simulation - why the hell
 are we including them then? Do the stores so nicely added to the P-51 add
 nothing?

 These add a lot. I treated them as systems and included them in Systems
 rating. Seemed like the right way to handle this stuff to me.

Yes - these are now covered by the Systems rating, which feels like a
much better
place than my original suggestion of External Model.

 It would benefit from a tutorial on the start procedure -
 but apparently that would win no points either. That seems to be a missed
 opportunity too.

 I agree that the quality of the aircraft specific help and the existence of
 tutorials needs to be factored into the rating system some how.

I was having a think about this myself today. I don't think having a
tutorial is critical
for a particular rating, but I do think that the start procedure should be
documented in-sim, either in the aircraft help or as a tutorial.

Accurate startup procedure is already a criteria for a System:3 rating. I
propose that we change this to read Accurate startup procedure, documented
in-sim (aircraft help or tutorial)

Does that sound sufficient?

Of course, this doesn't cover all the other procedures that we might want
documented, but it is common to all (powered) aircraft.

 In the final analysis - the system currently proposed is only marginally
 better than the current wet finger in the air method. I think we are
 falling a bit short here in our aim to be both objective, and to tell
 users more about the available aircraft.

 This I don't totally agree with. The system is far from perfect but at least
 we have a documented rating system that is somewhat objective and fairly
 easy to do. We can improve on it going forward to make it more complete and
 what we have now is a good starting place and is clearly better than the
 wet finger in the air method.

I think this is certainly a step in the right direction. The system
isn't perfect,
and I'm sure there are some aircraft that will end up under-rated and some
over-rated, but it will certainly sort the wheat from the chaff and give new
users and idea of what to expect from a given aircraft. If a new user looks
at early production aircraft, they should get a very good impression of the
quality available from FG.

The perfect is the enemy of the good. - Voltaire

(but A witty saying proves nothing. - Voltaire)

-Stuart

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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-31 Thread Vivian Meazza
Hal,

 

I can't follow your logic - because there are some aircraft that need a lot
of work, the system shouldn't recognize advanced features in other
aircraft that do have them? I also disagree with Stuart that such advanced
features are nice-to-haves and add little to the simulation - why the hell
are we including them then? Do the stores so nicely added to the P-51 add
nothing? On the other hand, the ability to change liveries adds to the
model? Sure doesn't wring my withers, but I suppose the airliner aficionados
(and I'm not one) absolutely must have that.  

 

The P-51 is a superb model already, and at a reasonable frame rate here -
about 75% of my benchmark figure. It would benefit from a tutorial on the
start procedure - but apparently that would win no points either. That seems
to be a missed opportunity too. I suppose the P-51 FDM is accurate - but I
find it not all that pleasant to fly. I would say that you have probably
slightly underrated its score. 

 

In the final analysis - the system currently proposed is only marginally
better than the current wet finger in the air method. I think we are
falling a bit short here in our aim to be both objective, and to tell users
more about the available aircraft. In particular, the failure to tell users
that they need a powerful system to use a model, and something about the
difficulty of use, is going to disappoint and or frustrate users.

 

Vivian  

 

 

-Original Message-
From: Hal V. Engel [mailto:hven...@gmail.com] 
Sent: 30 May 2011 23:45
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel
Digest, Vol 61, Issue 12)

 

On Monday, May 30, 2011 12:47:41 PM Stuart Buchanan wrote:

  I don't have a good answer for the other items. Some are nice-to-haves

  that enrich

  the simulation experience but don't impact simulation of flight

  itself, but others

  (such as a co-pilot) are more important for multi-crew aircraft.

  

  Call them all advanced features. That could be a/the criterion for

  advanced production

 

 I'm not sure. The Advanced production bar is already very high - two 5s

 and two 4s.

 

 I'm not sure if any aircraft will actually gain it!

 

I would expect that at this point only a few aircraft out there are close to
or are advanced production quality. It is a very high standard and any
aircraft that is that far along should really stand out. I would expect that
most of the most advanced current models only need perhaps 1 or 2 points to
get there but adding points when the models are that far along is a lot of
work. But I would be surprised if there were more than a handful of aircraft
that were far enough along to only need 1 or 2 points to become advanced
production. I think I agree with Stuart that having some things called
advanced features does not add much if anything to the system particularly
when we have so many models that are missing many basic things.

 

An example of one that is close but needs more work is the p51d-jsbsim
model. It only needs to improve the external model (add livery support to go
from a 3 to a 4) to get to production status and then add one more point
in cockpit, external model or systems would make it advanced production.

 

Currently it has the following ratings:

 

rating

FDM type=int5/FDM

systems type=int4/systems

model type=int3/model

cockpit type=int4/cockpit

/rating

 

The 3D modeling stuff is not my strong suit but I do have new more accurate
3D models for the fuselage and wing (including flaps and aileraons) for the
P-51D that I created a while back. I have also more accurately modeled the
cooling inlet passages and the oil and coolant radiators so that these will
look correct (once textured) when looking into the cooling inlet. I need to
uvmap all of this stuff now and this is where I get stuck as I can't figure
out how to do this so that the resulting uvmaps can be used to create livery
support. Having a nice user friendly uvmap for the fugelage and wings is
more or less nessary to move ahead with libery support I think. 

 

For Systems adding emergency gear release support, oxygen system support,
full cooling system support, VHF radio support, rear warning radar support,
IFF support and some missing electrical system stuff would increase this to
a 5. The 3D models for the controls for all of these systems are already in
the cockpit.

 

One comment about systems. For the P-51 series there are two cooling doors
that are used to control cooling airflow. One for the engine coolant and one
for the oil cooler. JSBSim has support for the coolant door controls but not
for the oil cooler door controls. I have the automatic coolant door stuff
modeled but not the automatic oil cooler stuff because of this. I also need
to add manual overides for these at some point (the controls are in the
cockpit but currently only allow for automatic control). What I am getting
at is that some systems can not be fully

Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-31 Thread Robert
I absolutely agree with Vivian. The users should know about planes that need
much resources (CPU, RAM, VRAM).
This value should not influence the total score.
Maybe using the total score is not a good idea at all, because some users
prefer the eye candy and don't worry about frame rate too much, others
prefer an accurate FDM and a high framerate. So the total score doesn't tell
the whole story!
But the idea of showing the user individual scores (FDM, Systems, Cockpit,
3d model, + needed resources) is a good one!
What do you think?
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Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-30 Thread Stuart Buchanan
On Thu, May 26, 2011 at 8:30 PM, Vivian Meazza wrote:
 Stuart


  Thanks for addressing the points that were hammered out over on the IRC
  channel. I think the modified system could work. Just a few points
 remain:
 
  There is no penalty for including systems, such as an AP, where none
 existed
  on the original.

 There's not an explicit penalty. but I think Hal has addressed this in
 the notes
 for the System criteria:

 Ignore systems not present on the aircraft IRL. If the real aircraft
 doesn't have
 a system (e.g. autopilot), the FG model shouldn't have either and if
 all systems
 in the real aircraft are modeled then it scores a 5 even if it is a
 very simple aircraft. 

 I'm not sure how much of a problem this is.  If someone chooses not to
 disable the
 generic autopilot for a vintage aircraft, it will have no effect on
 pilots who choose
 to fly realistically (they simply won't use it). If the system is
 exposed in the cockpit,
 then it is covered by the rating for accuracy of cockpit - a KAP140 in
 the Sopwith
 Camel would obviously not be worth a 4 or 5 cockpit rating.


 That is correct - but it doesn't follow from the criteria quoted above.

I've added No unrealistic systems to the System-3 rating criteria, with
an exception for autopilot. I've also attempted to provide some useful
guidance notes.

 We're talking here about the difference between a 4 or 5 External
 Model rating, where
 we're trying to differentiate between a good external model and one that
 is as
 realistic as possible.

 I think we should differentiate between them if possible, but I'm
 struggling to think
 up some objective criteria. Photo-realistic? model resolution of 5cm?

 Perhaps we end up providing subjective criteria, or some additional
 guidance
 in this case?

 I think guidance - livery shouldn't be a criterion for realism, but it might
 form part of it. Realism is the goal.

I've modified the rating and guidance as follows:

# 4: Accurate 3D model with animated control surfaces, gear, prop,
livery support (if applicable).
# 5: Highly accurate 3D model (down to minor components such as
control rods), with animated control surfaces, gear, prop, livery
support, tyre smoke, shader effects.

Objectively differentiating between a 4 and a 5 is very difficult. As
a guideline, a 5 model is as realistic as possible given the
available rendering technology. 

 I don't have a good answer for the other items. Some are nice-to-haves
 that enrich
 the simulation experience but don't impact simulation of flight
 itself, but others
 (such as a co-pilot) are more important for multi-crew aircraft.

 Call them all advanced features. That could be a/the criterion for
 advanced production

I'm not sure. The Advanced production bar is already very high - two 5s and
two 4s.

I'm not sure if any aircraft will actually gain it!

 Of course, we're trusting that aircraft developers are going to apply the
 rating
 criteria accurately to the best of their ability.

 Yes - I think perhaps a bit of spot-checking to keep us all honest?

Assuming this gets widely adopted, I think it'll be self-policing. Users
are going to notice if an aircraft falls below the general criteria.

  Oh and, finally finally - the model with the highest score might be so
 good
  that the framerate means that it can only be used on high-end systems or
  away from detailed airports. This limitation should be noted somewhere.

 I don't have a good answer to that. Does that become criteria for a 5 in
 External Model? I think this ends up back as something subjective.


 I think we need some form of bench-mark - perhaps the default model at KSFO
 with certain (all?) features enabled. The aircraft to be rated scores a %
 framerate above or below this norm? Thinking aloud here a bit. Perhaps
 that's a bit too fancy.

I think that's going to vary so much between graphics systems, plus I'm not
sure that graphics degradation is linear - it always seems to fall off a cliff
for me :)

 If enough people rate their aircraft and we can use it to provide a better
 download page for the upcoming release, it will succeed.


 Let's hope - some aircraft developers have an awful lot of aircraft to rate.

Given his standardized workflow, I think Helijah will be able to apply pretty
much the same rating to most of his new models, and retrospectively fit his
existing aircraft as well.

Hal V. Engel wrote:
 Hadn't thought about that at all. I've added it to the criteria for a

 4 rating.

 I would treat these as just another system. I think the systems catigory is
 a difficult one because of how much difference there is between very simple
 aircraft (think sailplane) and a very complex one (think Concorde). This
 makes it very difficult to have a rating system that results in similar
 scores for aircraft that have proportionally complete systems but that are
 of very different complexity. I am not sure how to improve this but I think
 it is important to keep it simple.

I've moved the 

Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-30 Thread Hal V. Engel
On Monday, May 30, 2011 12:47:41 PM Stuart Buchanan wrote:
  I don't have a good answer for the other items. Some are nice-to-haves
  that enrich
  the simulation experience but don't impact simulation of flight
  itself, but others
  (such as a co-pilot) are more important for multi-crew aircraft.
  
  Call them all advanced features. That could be a/the criterion for
  advanced production
 
 I'm not sure. The Advanced production bar is already very high - two 5s
 and two 4s.
 
 I'm not sure if any aircraft will actually gain it!

I would expect that at this point only a few aircraft out there are close to 
or are advanced production quality.  It is a very high standard and any 
aircraft that is that far along should really stand out.  I would expect that 
most of the most advanced current models only need perhaps 1 or 2 points to 
get there but adding points when the models are that far along is a lot of 
work.   But I would be surprised if there were more than a handful of aircraft 
that were far enough along to only need 1 or 2 points to become advanced 
production.  I think I agree with Stuart that having some things called 
advanced features does not add much if anything to the system particularly 
when we have so many models that are missing many basic things.

An example of one that is close but needs more work is the p51d-jsbsim model.  
It only needs to improve the external model (add livery support to go from a 3 
to a 4) to get to production status and then add one more point in cockpit, 
external model or systems would make it advanced production.

Currently it has the following ratings:

 rating
 FDM type=int5/FDM
 systems type=int4/systems
 model type=int3/model
 cockpit type=int4/cockpit
  /rating

The 3D modeling stuff is not my strong suit but I do have new more accurate 3D 
models for the fuselage and wing (including flaps and aileraons) for the P-51D 
that I created a while back.  I have also more accurately modeled the cooling 
inlet passages and the oil and coolant radiators so that these will look 
correct (once textured) when looking into the cooling inlet.   I need to uvmap 
all of this stuff now and this is where I get stuck as I can't figure out how 
to 
do this so that the resulting uvmaps can be used to create livery support.  
Having a nice user friendly uvmap for the fugelage and wings is more or less 
nessary to move ahead with libery support I think.  

For Systems adding emergency gear release support, oxygen system support, full 
cooling system support, VHF radio support,  rear warning radar support, IFF 
support and some missing electrical system stuff would increase this to a 5.   
The 3D models for the controls for all of these systems are already in the 
cockpit.

One comment about systems.  For the P-51 series there are two cooling doors 
that are used to control cooling airflow.  One for the engine coolant and one 
for the oil cooler.  JSBSim has support for the coolant door controls but not 
for the oil cooler door controls.  I have the automatic coolant door stuff 
modeled but not the automatic oil cooler stuff because of this.  I also need to 
add manual overides for these at some point (the controls are in the cockpit 
but currently only allow for automatic control).  What I am getting at is that 
some systems can not be fully modeled because of limitations in the FDM being 
used and aircraft authors should rate these as complete systems if they have 
modeled everything that is possible with the existing FDM support. 

For Cockpit adding the fuselage fuel tank and guage, a few missing placards, 
the arm rest, the map bag and improved texturing would pretty much get it a 5.

For some aircraft it may never be possible to get the FDM rating high enough 
to get more than a 2 or 3 simply because the data needed to do that is not 
available.  These aircraft will never be able to get beyond an early 
production status unless the author finds a source for the needed information. 
   

Hal
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Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-26 Thread Vivian Meazza
Stuart

 
  Thanks for addressing the points that were hammered out over on the IRC
  channel. I think the modified system could work. Just a few points
 remain:
 
  There is no penalty for including systems, such as an AP, where none
 existed
  on the original.
 
 There's not an explicit penalty. but I think Hal has addressed this in
 the notes
 for the System criteria:
 
 Ignore systems not present on the aircraft IRL. If the real aircraft
 doesn't have
 a system (e.g. autopilot), the FG model shouldn't have either and if
 all systems
 in the real aircraft are modeled then it scores a 5 even if it is a
 very simple aircraft. 
 
 I'm not sure how much of a problem this is.  If someone chooses not to
 disable the
 generic autopilot for a vintage aircraft, it will have no effect on
 pilots who choose
 to fly realistically (they simply won't use it). If the system is
 exposed in the cockpit,
 then it is covered by the rating for accuracy of cockpit - a KAP140 in
 the Sopwith
 Camel would obviously not be worth a 4 or 5 cockpit rating. 


That is correct - but it doesn't follow from the criteria quoted above. 

 I don't think it's unreasonable for vintage aircraft to have access to
 a radio, for
 example. A modern pilot flying a vintage aircraft would carry a hand-held.

Yes - it depends on whether we are modeling the original, or a currently
flying example. I've never quite made up my mind on that one.

 
  The use of shaders etc. may or may not enhance the realism of the model
 and
  in some cases could be used inappropriately. This is a subjective
  assessment, and perhaps could be removed from the points system.
 
  Livery support is not necessarily an enhancement - it is not appropriate
 for
  all models.
 
 We're talking here about the difference between a 4 or 5 External
 Model rating, where
 we're trying to differentiate between a good external model and one that
 is as
 realistic as possible.
 
 I think we should differentiate between them if possible, but I'm
 struggling to think
 up some objective criteria. Photo-realistic? model resolution of 5cm?
 
 Perhaps we end up providing subjective criteria, or some additional
 guidance
 in this case?

I think guidance - livery shouldn't be a criterion for realism, but it might
form part of it. Realism is the goal. 

 
  I'm not clear if you are awarding points for underwing stores and the
 like.
 
 Hadn't thought about that at all. I've added it to the criteria for a
 4 rating.
 
  We have additional features such as co-pilot/RIO over MP, Wingmen,
 Formation
  Control, Tutorials, Aircraft Specific Help, Contrails, Vapour Trails,
 and
  there are probably some I missed.
 
 Contrails  Vapour trails should probably be covered by the external
 model, I think.
 I could add them (along with tyre smoke) as criteria for a Model 5 rating?

Yes - tyre smoke is a generic facility - there is no reason for it not being
added to a model.

 I don't have a good answer for the other items. Some are nice-to-haves
 that enrich
 the simulation experience but don't impact simulation of flight
 itself, but others
 (such as a co-pilot) are more important for multi-crew aircraft.

Call them all advanced features. That could be a/the criterion for
advanced production
 
  And finally - the points system could award a high status to a poor
 model -
  there are no points awarded for the accuracy or the fidelity of the 3d
  model. E.G there is at least one model with afterburners modelled where
 none
  existed.
 
 I've updated the external model to include the world Accurate for
 ratings 3-5.

Good
 
 Of course, we're trusting that aircraft developers are going to apply the
 rating
 criteria accurately to the best of their ability.

Yes - I think perhaps a bit of spot-checking to keep us all honest?
 
  Oh and, finally finally - the model with the highest score might be so
 good
  that the framerate means that it can only be used on high-end systems or
  away from detailed airports. This limitation should be noted somewhere.
 
 I don't have a good answer to that. Does that become criteria for a 5 in
 External Model? I think this ends up back as something subjective.


I think we need some form of bench-mark - perhaps the default model at KSFO
with certain (all?) features enabled. The aircraft to be rated scores a %
framerate above or below this norm? Thinking aloud here a bit. Perhaps
that's a bit too fancy.
 
  Let's hope that this tool can help to bring some order out of the
 current
  chaos.
 
 We can but try. Certainly this seems to have a bit more momentum behind it
 than previous attempts, based on the feedback here and on IRC.
 
 If enough people rate their aircraft and we can use it to provide a better
 download page for the upcoming release, it will succeed.
 

Let's hope - some aircraft developers have an awful lot of aircraft to rate.

Vivian




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Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-26 Thread Hal V. Engel
On Thursday, May 26, 2011 06:31:13 AM Stuart Buchanan wrote:
 On Thu, May 26, 2011 at 9:45 AM, Vivian Meazz awrote:
  Thanks for addressing the points that were hammered out over on the IRC
  channel. I think the modified system could work. Just a few points
  remain:
  
  There is no penalty for including systems, such as an AP, where none
  existed on the original.
 
 There's not an explicit penalty. but I think Hal has addressed this in
 the notes
 for the System criteria:
 
 Ignore systems not present on the aircraft IRL. If the real aircraft
 doesn't have
 a system (e.g. autopilot), the FG model shouldn't have either and if
 all systems
 in the real aircraft are modeled then it scores a 5 even if it is a
 very simple aircraft. 
 
 I'm not sure how much of a problem this is.  If someone chooses not to
 disable the
 generic autopilot for a vintage aircraft, it will have no effect on
 pilots who choose
 to fly realistically (they simply won't use it). 

On the p51d-jsbsim I have added a tuned autopilot but it is only available by 
using the menu system since the real thing (IE. my model is as it would have 
been in 1945) would not have one.  But it is VERY useful for test flights so it 
was worth the effort to create it.  I don't think this should result in a 
reduced Systems score unless it is exposed in the cockpit.  So I agree with 
Stuart.

 If the system is exposed in the cockpit,
 then it is covered by the rating for accuracy of cockpit - a KAP140 in
 the Sopwith
 Camel would obviously not be worth a 4 or 5 cockpit rating.
 
 I don't think it's unreasonable for vintage aircraft to have access to
 a radio, for
 example. A modern pilot flying a vintage aircraft would carry a hand-held.

I agree with this and as others have pointed out it depends on what you are 
modeling - IE. how the aircraft was back in the day or how it might be used 
today.  These are really two different aircraft or at least two differenet 
configurations.

 
  The use of shaders etc. may or may not enhance the realism of the model
  and in some cases could be used inappropriately. This is a subjective
  assessment, and perhaps could be removed from the points system.
  
  Livery support is not necessarily an enhancement - it is not appropriate
  for all models.
 
 We're talking here about the difference between a 4 or 5 External
 Model rating, where
 we're trying to differentiate between a good external model and one that is
 as realistic as possible.
 
 I think we should differentiate between them if possible, but I'm
 struggling to think
 up some objective criteria. Photo-realistic? model resolution of 5cm?

Setting up for liveries appears to be a significant non-trivial task although I 
have not looked into it in detail.  If the model is intended to be of a 
specific aircraft as it existed at a particualr point in time then liveries 
make no sense for that model.  On the other hand a particular aircraft may 
have a long history and using liveries would make it possible to model the 
same aircraft at different points in it's history.

 
 Perhaps we end up providing subjective criteria, or some additional
 guidance in this case?
 
  I'm not clear if you are awarding points for underwing stores and the
  like.
 
 Hadn't thought about that at all. I've added it to the criteria for a
 4 rating.

I would treat these as just another system.  I think the systems catigory is a 
difficult one because of how much difference there is between very simple 
aircraft (think sailplane) and a very complex one (think Concorde).  This 
makes it very difficult to have a rating system that results in similar scores 
for aircraft that have proportionally complete systems but that are of very 
different complexity.  I am not sure how to improve this but I think it is 
important to keep it simple. 

 
  We have additional features such as co-pilot/RIO over MP, Wingmen,
  Formation Control, Tutorials, Aircraft Specific Help, Contrails, Vapour
  Trails, and there are probably some I missed.
 
 Contrails  Vapour trails should probably be covered by the external
 model, I think.
 I could add them (along with tyre smoke) as criteria for a Model 5 rating?
 
 I don't have a good answer for the other items. Some are nice-to-haves
 that enrich
 the simulation experience but don't impact simulation of flight
 itself, but others
 (such as a co-pilot) are more important for multi-crew aircraft.
 
  And finally - the points system could award a high status to a poor model
  - there are no points awarded for the accuracy or the fidelity of the 3d
  model. E.G there is at least one model with afterburners modelled where
  none existed.
 
 I've updated the external model to include the world Accurate for ratings
 3-5.
 
 Of course, we're trusting that aircraft developers are going to apply the
 rating criteria accurately to the best of their ability.
 
  Oh and, finally finally - the model with the highest score might be so
  good that the framerate means that it