Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-07-03 Thread Martin Spott
Ampere K. Hardraade wrote:

 I simply don't see vehicle simulation as a possible venture.
[...]
 So, I would suggest focusing resources on improving the flight aspect of the 
 simulator instead.

Certainly. Yet we might try to define what the term vehicle
simulation should mean in the given context. Actually I don't expect
that people would like to use FlightGear just for sitting in a driving
sim, driving a car along the given roads - they're already doing it
every day in real life  :-)

What still might make sense is to place some simple AI objects into the
scene that automagically follow the given road/railroad tracks  
but I'm uncertain if we need a dedicated FDM for that.

What _certainly_ could make sense one day is to have a manually driven
tow truck at airports - once we have a few more than just 20 persons
that participate in the MultiPlayer environment at the same time  :-)

Martin.
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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-21 Thread Martin Spott
Ampere K. Hardraade wrote:
 On June 19, 2007 05:25:24 pm Martin Spott wrote:
  While you are at it, don't forget simulating railway trains - their
  timetables are publicly available  :-)
 
 _If_ they ever reach their station.  Most likely they would derail at the 
 next 
 immediate bend... uh, I mean corner.

Ampere K. Hardraade wrote:
 On June 19, 2007 12:04:44 pm Curtis Olson wrote:
  If we added some realistic automobile/truck dynamics with both manual and
  automatic transmissions, perhaps the ability to pull a trailer, and some
  sort of reasonable skid model, we would suddenly be very far down the path
  towards supporting those folks that are doing driving sim based research
  and training.
 
 And when all that have been done, one would find out that the vehicles would 
 keep getting themselves stuck whenever they get to the top of hills.  It 
 would also be a nighmare for anyone to navigate the roads in FG.

So, what's your proposal for a working solution that can be achieved
with the available resources ? If your comment was meant as a joke,
then please mark it as such for example by using a smilie,

Martin.
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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-21 Thread Ampere K. Hardraade
On June 21, 2007 02:54:26 am Martin Spott wrote:
 So, what's your proposal for a working solution that can be achieved
 with the available resources ? If your comment was meant as a joke,
 then please mark it as such for example by using a smilie,

 Martin.

I simply don't see vehicle simulation as a possible venture.  As an example:

In a vehicle simulation, you need smooth terrain, meaning high resolution 
terrain.  In a flight simulation, you want low resolution terrain because you 
are seeing so much terrain at a time.  The two requirements go against each 
other.

So, I would suggest focusing resources on improving the flight aspect of the 
simulator instead.



Ampere

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-21 Thread Stefan Seifert
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Hash: SHA1

Ampere K. Hardraade wrote:
 In a vehicle simulation, you need smooth terrain, meaning high resolution 
 terrain.  In a flight simulation, you want low resolution terrain because you 
 are seeing so much terrain at a time.  The two requirements go against each 
 other.

That's not entirely correct. You do not want low resolution terrain, you
more or less _need_ it because of performance issues. If it'd work, I'd
gladly take extra high resolution terrain to fly over.

So the real way to go seems to be some sort of LOD for terrain.

Nine
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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Jon Stockill
Nick Warne wrote:
 On Tuesday 19 June 2007 22:25:24 Martin Spott wrote:
 Vivian Meazza wrote:
 I also have doubts that a single fdm can accurately reproduce ship and
 car characteristics - [...]
 While you are at it, don't forget simulating railway trains - their
 timetables are publicly available  :-)
 
 Don't bother with UK trains then, timetables or not - they are always 
 late/cancelled at will.  How you simulate that I do not know.

Surely that's what /dev/random was invented for?

(The buses are just as bad - The 9.05 and 9.20 just arrived at 9.27...)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Roberto Inzerillo
Anders Gidenstam ha scritto:
 On Tue, 19 Jun 2007, Roberto Inzerillo wrote:
 
 attached is a patch for the osg-branch, which will introduce a new pseudo 
 FDM
 for ground vehicles and (large) ships. The FDM isn't perfect, but good 
 enough
 to allow driving vehicles.
 That's interesting. I had thoughts about towing aircrafts inside an
 airport once. Can you please post a preview about the movement
 capabilities of such a vehicles FDM?
 
 Hi,
 
 One can already tow YASim aircraft using the air tow capability. It is 
 also fairly easy to make liftless aircraft FDM configs for ground 
 vehicles in JSBSim - I made a simple one for a mule / small tow truck 
 yesterday. You can get it here:
 
 http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
 
 Note: it is not particularly well tuned yet.. :) 
 Use } } space to start the engine.
 
 Cheers,
 
 Anders

Interesting, but ... it doesn't start. I copyed the towtruck dir inside 
the Aircraft folder, started FGFS, the mule-22.ac model appears on the 
screen, I press } two times and then I press the space bar but the 
engine does not start and the truck does not move using Pag/Up and 
Pag/down buttons.
It just moves slightly as avery aircraft does even with engine stopped 
(maybe because of a minimal slope on the terrain).
Maybe I'm missing something?

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Melchior FRANZ
* Anders Gidenstam -- Tuesday 19 June 2007:
 It is  also fairly easy to make liftless aircraft FDM configs for
 ground vehicles in JSBSim - I made a simple one for a mule / small
 tow truck yesterday. You can get it here:
 
 http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
 
 Note: it is not particularly well tuned yet.. :)

Wonderful already! Browsed around with it in KNID, LOWL, and
KSFO. YASim would just have been nicer as an FDM, for the surface
material aware gear and the towing capabilities. One could
really tow a 747 over MP with it.  :-)

m.


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Melchior FRANZ
* Jon S. Berndt -- Wednesday 20 June 2007:
  I'd very much like to have a car FDM. A realistic one like Curt
  mentioned.

 There's Racer:
 
 http://www.racer.nl/

Yes, I know. I have it installed here and love to drive the Leyland
bus (http://www.3dautos.co.uk/Racer-e.html) in Early Fall in Norway
or Swiss Stroll. But its terrain (while very nice, especially the
Swiss Alps) is rather limited. Driving around on an fgfs airport over
MP would be nice, or on some higher-res terrain tiles. Towing real
aircraft, etc.

m.

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

 Sent: 20 June 2007 16:01
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] new pseudo FDM for vehicles 
 (osg branch)
 
 
 * Anders Gidenstam -- Tuesday 19 June 2007:
  It is  also fairly easy to make liftless aircraft FDM configs for 
  ground vehicles in JSBSim - I made a simple one for a mule 
 / small tow 
  truck yesterday. You can get it here:
  
  http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
  
  Note: it is not particularly well tuned yet.. :)
 
 Wonderful already! Browsed around with it in KNID, LOWL, and 
 KSFO. YASim would just have been nicer as an FDM, for the 
 surface material aware gear and the towing capabilities. One 
 could really tow a 747 over MP with it.  :-)
 

Hey - you can drive around the deck of Nimitz in it - great. But I couldn't
get down into the hangar because it won't stay still long enough with the
brakes on. Why not a YASim towtruck then we can pull ac out of the hangar
etc.?

And we need reverse gear.

Good fun ...

Now I must do something about lashings for ac on the carrier ...

Vivian


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Ampere K. Hardraade
On June 19, 2007 05:25:24 pm Martin Spott wrote:
 While you are at it, don't forget simulating railway trains - their
 timetables are publicly available  :-)

   Martin.

_If_ they ever reach their station.  Most likely they would derail at the next 
immediate bend... uh, I mean corner.



Ampere


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Roberto Inzerillo
 attached is a patch for the osg-branch, which will introduce a new pseudo FDM 
 for ground vehicles and (large) ships. The FDM isn't perfect, but good enough 
 to allow driving vehicles.

That's interesting. I had thoughts about towing aircrafts inside an 
airport once. Can you please post a preview about the movement 
capabilities of such a vehicles FDM?

Roberto

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Anders Gidenstam
On Tue, 19 Jun 2007, Roberto Inzerillo wrote:

 attached is a patch for the osg-branch, which will introduce a new pseudo FDM
 for ground vehicles and (large) ships. The FDM isn't perfect, but good enough
 to allow driving vehicles.

 That's interesting. I had thoughts about towing aircrafts inside an
 airport once. Can you please post a preview about the movement
 capabilities of such a vehicles FDM?

Hi,

One can already tow YASim aircraft using the air tow capability. It is 
also fairly easy to make liftless aircraft FDM configs for ground 
vehicles in JSBSim - I made a simple one for a mule / small tow truck 
yesterday. You can get it here:

http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz

Note: it is not particularly well tuned yet.. :) 
Use } } space to start the engine.

Cheers,

Anders
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mail: anders(at)gidenstam.org
WWW: http://www.gidenstam.org/FlightGear/JSBSim-LTA/

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Anders Gidenstam
On Tue, 19 Jun 2007, Anders Gidenstam wrote:

 One can already tow YASim aircraft using the air tow capability. It is
 also fairly easy to make liftless aircraft FDM configs for ground
 vehicles in JSBSim - I made a simple one for a mule / small tow truck
 yesterday. You can get it here:
 http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz

Btw. this doesn't mean I think a separate vehicle FDM is unnecessary or a 
bad idea - building the type of FDM config I did is a mix of real and 
fake physics that might not please everybody. It is also a bit tricky to 
get to work just right (something I also can't claim to be able to 
myself.. :).

OTOH one important question to consider is whether a vehicle FDM in 
FlightGear should attempt to model real physics or be more like a 
earth-bound UFO.

Cheers,

Anders
-- 
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mail: anders(at)gidenstam.org
WWW: http://www.gidenstam.org/FlightGear/JSBSim-LTA/

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Roberto Inzerillo
 OTOH one important question to consider is whether a vehicle FDM in 
 FlightGear should attempt to model real physics or be more like a 
 earth-bound UFO.
 
 Anders

That depends on what developers/users need. I can think about a few different 
usages with peculiar implementations.

I see people like to record video MP flight sessions; having a few separate 
users controlling a few ground vehicles (like tow tractors) moving around could 
help in directing the scene.
There's even the possibility to let users drive around a scenery while others 
are flying in the sky (think about a simulation of a flight festival like 
Oshkosh), amazing show :-)
Animating generic AI ground city traffic could be spectacular when flying very 
low on a populated area. That's a plus for those people wanting to create a 
high quality video recording of a flight simulation demo. People like to see 
aircrafts flying above a city skyline and disappearing behind the skyscrapers, 
the city looks more real when populated with moving vehicles.
Don't even forget trains. We have railroads in our scenery meshes, but we do 
not have trains running around.

As you see my point of view is strictly related to ground simulation (I'm not a 
pilot at all, although I enjoy learning the basics of aircraft flying with 
FGFS). You will be more interested in other aspects, I'm shure.

I would suggest creating a simple but completely controllable and customizable 
ground vehicle FDM. Basic capabilities can be generally extended in the future 
without much of an effort. Programming very specific stuff, on the contrary, 
limits the usage of the code and makes it difficult to use.

In many cases, an earth-bound UFO like FDM could be enough. But if you think 
about high level generic traffic simulation you need something more specific, 
at least from a cinematic point of view; I don't think a higly detailed real 
physics simulation is of any help but in rare cases anyway.

Roberto
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Der kanns mit allen: http://www.gmx.net/de/go/multimessenger

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Curtis Olson

On 6/19/07, Roberto Inzerillo wrote:


 OTOH one important question to consider is whether a vehicle FDM in
 FlightGear should attempt to model real physics or be more like a
 earth-bound UFO.

 Anders



Hi Anders,

Let me chime in with a quick comment.  There are quite a few people doing
driving simulation based research.  Vehicles and the environments we drive
through are a huge part of our lives.  Unfortunately, a distressing number
of people are hurt or killed in vehicles.  There is a ton of research going
on to try to improve safety by improving road layouts, markings, and
signage, adding technology to vehicles (i.e. warning systems if you drift
out of your lane or are approach the vehicle ahead of you too quickly,
etc.)  Also people are looking at the effects of various imparements such as
fatigue, alcohol, cell phones, or various physical ailments.

In addition to all of that, I've seen driving sims used for obvious things
like driver training, but also non-obvious things like rehabilitating
certain types of injuries, or testing people if they are safe to drive after
enduring certain types of injuries (i.e. a shoulder injury ... can you react
quickly and spin the wheel in an accident likely scenario?  Or maybe can you
drive safely after enduring a stroke?  Or after starting some new medication
...?)  There are also more advanced types of training such as for truck
drivers where the risks of a dumb mistake are even greater than with a
lighter vehicle.  Our local airport (KMSP) has a big fire engine simulator
that they use to train anyone that needs to drive a vehicle on airport
grounds.  They have an incredibly detailed 3d model of the MSP airport (yeah
I was drooling) down to correct placement of every light and every sign.  I
heard they paid a guy to come out and take 3000+ daytime photos and a
similar number of night time photos to build the 3d world.  They use this
simulator to train drivers to navigate the maze of taxiways and service
roads and practice interacting with the tower.  Have a service vehicle go
the wrong way at an airport could be just as devistating as having a pilot
taxi the wrong way ... and this can become really difficult in low
visibility situations (we can have significant snow storms here in the
winter.)

Most of the groups doing vehicle based research or training already have
solutions in place.  There are a couple high buck vendors selling simulators
and software systems, and there are a couple really cheesy low end systems
that some people suffer through.  However, I hear over and over again that
it would be really nice to have a full featured, advanced, open-source
driving sim software infrastructure.

So often researchers do actual real research.  I know that might be
surprising to some folks who are familiar with the industry. :-)  But
research implies doing something new or something different than before.
Now mix that with a closed-source proprietary software system and your hands
could be tied for doing what you need to do.  Or if you hit a show stopping
bug late in the development of a project, it stinks when the solution is out
of your hands.  Our software vendor on occasion has offered to fix bugs for
us, but they often view the fix as a new feature and we wouldn't see it
for 6 months when the next version is released.  I don't mean that as a
negative comment towards our software vendor, it's just a fact of life in
the proprietary world.

If we added some realistic automobile/truck dynamics with both manual and
automatic transmissions, perhaps the ability to pull a trailer, and some
sort of reasonable skid model, we would suddenly be very far down the path
towards supporting those folks that are doing driving sim based research and
training.  So if realistic vehicle dynamics is something that anyone out
there is interested in, I would strongly encourage you to push foward.  I
think over time we could develop a significant following in the surface
based transportion world.

(Sorry this message was supposed to be quick, but got longer the more I
typed.) :-)

Regards,

Curt.
--
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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Melchior FRANZ
* Oliver Schroeder -- Tuesday 19 June 2007:
 attached is a patch for the osg-branch,
 which will introduce a new pseudo FDM for ground vehicles and (large)
 ships. The FDM isn't perfect, but good enough to allow driving vehicles.

I'd very much like to have a car FDM. A realistic one like Curt
mentioned. But this suggested FDM is even less sophisticated than
the ufo, and I guess that a special yasim config would make a far
better car. So, if it isn't a serious FDM from the beginning, then
I think we are better off with a car-o-matic script, which -- in
analogy to jsbsim's aeromatic -- would knock out yasim configs
from simple car properties.

m. 

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Vivian Meazza
Melchior FRANZ wrote

 
 * Oliver Schroeder -- Tuesday 19 June 2007:
  attached is a patch for the osg-branch,
  which will introduce a new pseudo FDM for ground vehicles
 and (large)
  ships. The FDM isn't perfect, but good enough to allow driving
  vehicles.
 
 I'd very much like to have a car FDM. A realistic one like
 Curt mentioned. But this suggested FDM is even less 
 sophisticated than the ufo, and I guess that a special yasim 
 config would make a far better car. So, if it isn't a serious 
 FDM from the beginning, then I think we are better off with a 
 car-o-matic script, which -- in analogy to jsbsim's aeromatic 
 -- would knock out yasim configs from simple car properties.
 
 m.
 

To follow these remarks - there is a quite sophisicated pseudo-fdm already
in AIShip, which takes into account turning circles, rudder angles, speed,
and acceleration and rolls and steers the ship accordingly. This code is
able to accept inputs of the form of target course and speed, or direct
input of rudder angles. Is there something wrong with it?

I also have doubts that a single fdm can accurately reproduce ship and car
characteristics - a ship isn't a big truck which travels over sea rather
than land.  Ships do not respond immediately to rudder inputs, and to stop a
turn they require counter-rudder. They also roll in turns. In this sim the
100,000 ton Nimitz seems to have no mass, and a turning circle significantly
tighter that a destroyer. Max rpm is more likely to be 250 rpm than 2500
rpm. Take it from an old salt - this is the least ship like ship simulator I
have come across.

I love the views - particularly the bridge. Somewhere along the line, I seem
to have lost the wake here, which spoils some of the views a bit.

Don't know if these comments are particularly helpful, but I fully support
your intention  to have a MP carrier. However, it's fun for a few minutes to
steer a carrier, or it might be if it were a lot more realistic, but
actually, I'd like this automated, so that I can fly off the darned thing,
and not be a taxi-driver for the Airedales. 

Vivian





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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Martin Spott
Vivian Meazza wrote:

 I also have doubts that a single fdm can accurately reproduce ship and car
 characteristics - [...]

While you are at it, don't forget simulating railway trains - their
timetables are publicly available  :-)

Martin.
-- 
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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Nick Warne
On Tuesday 19 June 2007 22:25:24 Martin Spott wrote:
 Vivian Meazza wrote:
  I also have doubts that a single fdm can accurately reproduce ship and
  car characteristics - [...]

 While you are at it, don't forget simulating railway trains - their
 timetables are publicly available  :-)

Don't bother with UK trains then, timetables or not - they are always 
late/cancelled at will.  How you simulate that I do not know.

Nick


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Bill Galbraith
 

 
  I also have doubts that a single fdm can accurately 
 reproduce ship and 
  car characteristics - [...]

A true Ship FDM would require sea state simulation, as a carrier is going to
rock in a heavy sea. Landing on a carrier in calm water in the daylight is
easy. It's that Sea State 5, with driving rain, at night, that is like
having sex in a car wreck.



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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Jon S. Berndt
 I'd very much like to have a car FDM. A realistic one like Curt
 mentioned.
 
 m. 

There's Racer:

http://www.racer.nl/

JB


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