Some spacecraft send out-of-range engine numbers from the JSBsim side.
Should probably be fixed in JSBsim itself but let’s check here to
keep compat with existing FDMs.
out command, in option curently overwrite the rate given by the out option
eg: --multiplay=out,20,localhost,5000 --multiplay=in,,,5003 end with a tx
rate of "0" and this end with the default value 10 later
Disable error-reports in ‘developer-mode’, and only consider aircraft
errors critical if they happen before postinit().
Add logic to show the correct report when a popup is clicked.
- Lower the allowable minimum propeller inertia from 1e-3 to 1e-6
- Account for the vehicle angular rates in the computation of propellers local velocities.
- Apply the engine torque to the vehicle (The aerodynamic torque was applied until now but it is the engine generated torque that the aircraft is actually submitted to)
- Prevent FGPiston from sending negative powers to thrusters
- Fixed FGMagnetometer : no need to update the magnetic field every time step.
- FGMassBalance: remove a direct reference to FGGroundReactions
FGRenderer::update() happens after the CameraGroup is updated, which causes the
Compositor to use the previous frame cull mask. Setting the cull masks
explicitly during FGRenderer::update() fixes the issue.
Check the _initialized flag inside the listener, to avoid a crash
if Nasal sets fgcom properties during its startup, which happens
before FGCom runs its own postinit()
Ticket: https://sourceforge.net/p/flightgear/codetickets/2574/
Assess how critical the error is, and based on this, show a popup
instead of the dialog in some cases. Add commands to allow delayed
display of the main dialog, and stepping through multiple error
reports in the dialog.
Also add a new error category for shader errors, since these are
always emitted from the render thread and we can’t easily attribute
them to an aircraft, scenery or core feature.
Add an assertion that controller has been cleared before the AIAircraft
destructor is run. If it’s not, then we are too late, don’t try to
sign off since the controller is probably gone.
Sentry-Id: FLIGHTGEAR-15
Tidying up:
* change to use direct initializtion
* put all of member variables in alpha order
* adjust init spacing to make init values clear.
* change all member variables to start with an underscore. The reason for this isn't clear but some had an underscore and some didn't; so although I don't know what the convention was intended for this seems to be the appropriate changes.
Previous commit removed the logic that sets the tower position and altitude; this commit fixes this.
Also added limits and default for tower altitude because there are a lot of towers that are at the same altitude as the airport; this is clearly a lack of data. Also there are some towers that are ludicrously high (e.g. KLSV). This commit defines a reasonable minimum and maximum values for tower altitude; together with a default altitude which will be added to the airport elevation when the tower altitude is outside of these ranges (above airpot altitude).
---------------
I used the following queries can against the navdata cache to figure out what sensible values were:
to locate overly tall towers
select a.type, a.ident, a.name, (p.elev_m - a.elev_m) from positioned as p
inner join positioned as a on a.octree_node = p.octree_node
where p.type=22 and a.type=1 and abs(p.elev_m - a.elev_m) > 100
to locate towers at ground level:
select a.type, a.ident, a.name, (p.elev_m - a.elev_m) from positioned as p
inner join positioned as a on a.octree_node = p.octree_node
where p.type=22 and a.type=1 and abs(p.elev_m - a.elev_m) < 0.1
to calculate the average tower height
select avg(p.elev_m - a.elev_m) from positioned as p
inner join positioned as a on a.octree_node = p.octree_node
where p.type=22 and a.type=1 and abs(p.elev_m - a.elev_m)
Moved motion test code into separate function and removed some now-unnecessary
logging.
Moved extrapolation code into separate method.
Converted some stray tabs into spaces.
FGReplay was using time t, AIMultiplayer was using t+dt. The fix is to make
FGReplay also use t+dt.
scripts/python/recordreplay.py
Make --test-motion-mp test for this problem - we check that user and mp
aircraft are a constant distance apart when replaying.
src/AIModel/AIMultiplayer.cxx
Create properties showing distance moved since start by user and mp
aircraft, which can then be tested by recordreplay.py.
src/Aircraft/replay.cxx
Increment current_time by dt before calling replay(current_time), to
ensure that replay() sees the time as is later used by AIMultiplayer (via
/sim/replay/time).