I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
was probably my idea of a feature, but if the input buffer actually
does has a length of zero (as Melchior discovered for the case of a
zero-length .nas file) then there will be no null.
Changes
=======
- corrected some strange behavior when playing with the render dialog options
- the density slider is now working : if you are fps limited and still want to see clouds in
the distance you should play with that
- added the choice for texture resolution, its more comprehensible now (before it was
wrongly allways choosing 64x64 textures)
- changed the initial texture size : you now have 64 texture of 64x64, this uses 1Mo of
texture memory (before it was 20 texture of 256x256, that took more memory and there was
not enought impostors)
- sun vector is now right so the lighting is a bit better
- removed useless sort and light computations for impostors, this should save a lot of cpu
- blending of distant cloud is more accurate now
- clouds are now positioned correctly, they don't try to escape you anymore
- no more red/white boxes around cloud
- textures are now filtered (no more big pixels)
known bugs
==========
- distant objects are seen in front of clouds
- new and updated sources for the new volumetric clouds
- 2 new textures for the clouds
- an update to the render dialog to enable/disable and change a few parameters
for the new clouds
I have some small updates to the ground cache.
- Remove the usage of dynamic_cast where it is known that the result will be
non null.
- Renormalize the surface normal in double precision.
- Place the groundcaches center at the point it was requested not at the
scenery center. This fixes the problems with JSBSim's trimming together with
the ground cache. Now I am ready to commit JSBSim's ground cache usage.
I'm looking through the AI code, trying to find the bug that's killing the
thermals. The following things don't look right:
1) AIManager::101 , the Traffic Manager pointer is searched for by name at
every dt. I'll leave this for you to look at.
2) AIManager::295 , the thermal height is not being set. We need to
restore the line: ai_thermal->setHeight(entity->height_msl);
This fixes the thermal problem.
3) AIManager::328 , I changed the fetching of the user state to occur every
sim cycle, and changed the fetching function from by-name lookup to a lookup
by node pointer. It should be faster now, and more accurate too. This helps
the air-refueling.
have a "property" mode as well as the original "binary" mode. The property mode
will allow the remote module to request any set of properties, and it will send
those properties each frame. The remote module can reply with a list of arbitrary
property name/value pairs to update on the FlightGear side.
This is a first stab, so it's not the cleanest, most well concieved code, but it
allows an external module (communicating via a pipe) to have a huge amount of
flexibility in the data in can access and update.
Make SDL window resizable; This exposes the same problem that many
GLUT users have: resizing up may cause a temporary switch to software
rendering if the card is low on memory. Resizing down again switches
back to HW rendering. (KSFO is texture intensive, but there are no
problems in LOWL, and elsewhere.) Less and less users will have the
problem as cards become better, and it's no reason not to allow
resizing altogether.
_course_deg is first initialized in the if()-branch (gps.cxx:419). But
this branch isn't entered at first run if wp0==wp1, so that in line 615
fgfs tries to SG_NORMALIZE_RANGE() a random value, which can take a
long while if the number huge. This was occasionally a number greater
than 10160!
- initialize all vars before they are used (fixes endless loop)
- fix some compiler warnings (initialization order, unused vars)
FGAIMgr::GenerateSimpleAirportTraffic() tries to determine the airport's local
hour from the /sim/time/gmt-time string, which fails, because at this time the
property is still empty. That's why I don't get ATIS at LOWG (where it is *not*
midnight right now. :-) -> use sg's get_cur_time() instead
- don't treat *every* child in the xml as submodel, especially not a "param"
block
- do not only *enable* the contrail flag above some altitude, but also
disable it below
showDialog() is careful not to create a new FGDialog() if a dialog with the
same name is already open (active). But at this point it is already too late:
newDialog(), which was called shortly before, has already overwritten the
dialog properties. This leads to animated garbage in the best case, and a
segfault in format_callback() in the worst case.
- GUI::newDialog(): Don't you overwrite properties of an active dialog!
- GUI::readDir(): You may do that, but delete the old dialog first!
(necessary for reloading the GUI)
- FGDialog::makeObject(): only set format_callback() with setRenderCallback()
if the property is "live". Otherwise, only call it once at construction
time. This isn't only a performance improvement. Without this the label
was growing until it hit the limit (256).
The previous message wasn't totally correct. Strings are now allowed, too. And
the pattern is now '[ -+#]?\d*(\.\d*)?l?[fs]' and *may* be embedded in a string.
There may only be one %s or %f, though. %% is allowed in the preamble/postamble.
(Yes, %ls is allowed, too, and treated as %s.)
Also, "end" is superfluous now.
Printing floats in dialogs with 8 digits after the comma is inappropriate
for most cases.
- implement a "format" property for "text" gui elements (a.k.a. pui label).
Number formats are set by strtod/snprintf, while formats on non-numbers
are replaced by "%s". Practical example in the upcoming material.nas update.
Valid formats regex: '%[ -]?\d*(\.\d*)?l?f' (IOW: the format must begin
with '%' and end with 'f').
# Nasal:
number = dialog.addChild("text");
number.set("label", "3.1415926");
number.set("format", "%.3f");
The dialog handling has been written at a time when only one dialog was
shown at the same time, and dialogs were shallow -- with only children, but
no grand-children. This makes finding a draggable spot on modern, dialogs
with nested objects quite a challenge. The patches fixes this, and other things:
- check full object tree on button press, not only the outmost layer;
and don't give up just because we are in *something* (which could well be
something harmless, like a group); only ignore a few, sensible objects
(we don't want to drag after a click on a button or into an input field)
- don't lose dialogs as easily when dragging too fast (it does still happen
if one manages to enter an editable field while dragging, but this is
a plib problem and I don't feel like fixing that now :-)
- don't "live"-update input fields while they are in edit mode
- remove some "if (foo) delete foo;" redundancy
popping up and crashing when the B-29 model is in use. This isn't the
right solution; we should fine the NaN condition. But it's harmless
and allows development with the B-29 to continue.
back, but forgot to put the same fix into the runtime code. Also
added some comments so I don't get confused again the next time I come
through here. :)
I have done some cleanup where I moved some values out of classes where they
do not belong and such stuff.
Also the fols offsets are now named in the carrier xml file with a more
verbose name (flols-pos/offset-*) than before (only offset-*).
There is a little preparation for definitions of parking positions on the
carrier which should later be used for starting flightgear directly on the
carrier.
a safe undersleep() to conserve cpu. Essentially we undersleep our target by
just a bit (to avoid the chance of oversleeping.) Then we finish off the
remaining time slice with a busy-wait loop.
Norman Vine wrote :
> Frederic Bouvier writes:
>
>> Quoting Andy Ross:
>>> * Hopefully in a CPU-friendly way. I know that older versions of
>>> the NVidia drivers did this by spinning in a polling loop
>>> inside the driver. I'm not sure if this has been fixed or not.
>>>
>>> From my experience, the latest non-beta Windows NVidia driver seems to eat CPU
>>
>> even with sync to vblank enabled. The CPU usage is always 100%.
>
> Buried in the PPE sources is a 'hackish' but portable way to limit CPU usage if the desired framerate is met
>
> /*
> Frame Rate Limiter.
>
> This prevents any one 3D window from updating faster than
> about 60Hz. This saves a ton of CPU time on fast machines.
>
> ! I THINK I MUNGED THE VALUE FOR ulMilliSecondSleep() NHV !
> */
>
> static ulClock *ck = NULL ;
>
> if ( frame_rate_limiter )
> {
> if ( ck == NULL )
> {
> ck = new ulClock ;
> ck -> update () ;
> }
>
> int t_ms = (int) ( ck->getDeltaTime() * 1000.0 ) ; /* Convert to ms */
>
> if ( t_ms < 16 )
> ulMilliSecondSleep ( 16 - t_ms ) ;
> }
>
>
I implemented the method pointed out by Norman. It works great on windows and saves me a lot of CPU cycles. This way, I can get the same framerate in moderately populated areas and have CPU idle 50% of the time instead of wildly looping in the NVidia driver while waiting to sync on vblank.
It has been tested on Linux by Melchior. He saw the same gain in CPU cycles.
I have added a --aspect-ratio-multiplier=x.xx option to give some end user
control over the aspect ratio. (This may seem a little strange, but it's a
building block towards the capability of doing asymmetric view frustums in
FlightGear.)
ssgSetNearFar(). This by default creates a symmetric view frustum which is
typically what an application wants.
However, to get control of the view frustum in order to build support for
asymmetric view frustums, we need to wrap these calls with a bit of our own
logic.
This set of changes wraps all calls to ssgSetFOV() and ssgSetNearFar() with
FGRenderer methods.
I also standardized how the FGRenderer class is handled in globals.[ch]xx.
This led to some cascading changes in a variety of source files.
As I was working my way through the changes, I fixed a few warnings along
the way.
I attach the long-promised improved version of the USS Nimitz.
It includes an improved version of the FLOLS, which requires the attached
diff to be applied to AICarrier.cxx and AICArrier.hxx.
I've made lots of eye-candy in the form or the flightdeck crew.
Unfortunately, it about doubles the size of the tarball. I'll send it to you
later; when I've figured out some way of only loading on request (any advice
would be very welcome).
I could provide a \u2018bare\u2019 version to cut down on the vertex count for
less capable systems however, the count isn\u2019t huge in the first place.
I've cut the textures down as far as I can without losing definition.
I just heard from John Wojnaroski that you and he are going to work on getting
a flightgear demo machine up for the linux expo thursday and Friday. John
indicated that he would very much like to get a CVS version with the new
traffic code up and running before the expo.
I've added some features to the PID controller:
Ability to set desired sampling interval in seconds. Use <Ts> under <config>
to set the desired sampling interval of the PID controller.
Example:
<config>
<Ts>0.1</Ts> <!-- desired sampling interval -->
<Kp>-0.05</Kp> <!-- proportional gain -->
<beta>1.0</beta> <!-- input value weighing factor -->
...
...
</config>
Ts defaults to 0.0, so if you don't set it it samples at the highest possible
frequency.
Add an offset to the input variables (input and reference).
Example:
<reference>
<prop>/controls/flight/elevator</prop>
<scale>-1.5</scale>
<offset>1.0</offset>
</reference>
Note that <scale> has higher precedence than <offset>, regardless of the order
that they appear in the config file.
I have made the
'Select Airport from List' option in FlightGear work
(I think) properly. I have some concerns about the
solution, which could be broken by changes to plib (if
they re-use the value I have assigned to
PUCLASS_LIST), but for the moment it seems to work OK.
Erik Hofman:
A request has been sent to John Fay to include the puList
code in the puAux subdirectory of plib so expect some
changes for future version of FlightGear.
RE: --aircraft=ufo in system.fgfsrc is ignored
To change a 'feature', one that has been mentioned here many
times, and again recently, place the following code block
into fgInitFGAircraft.
In its favour, I would argue this means FG can be run without
a command line, provided FG_ROOT has been set in the
environment, and that seems to me, as it should be ... ;=))
Perhaps the only counter, is that system.fgfsrc is read twice,
but so are others, like .fgfsrc, for other (local) options ...
or system.fgfsrc should .nt. be used for 'aircraft' ?
Here's again one of the more obscure bugs that valgrind complains about: somehow
the STL container classes manage to read out values before they were ever set.
This patch fixes that. This may not cause any harm in this case, but valgrind
seems to *always* be right about them.
The following patches to SimGear & FlightGear ...
- create an FGMetar abstraction layer, whose purpose is:
* provide defaults for unset values
* interpolate/randomize data (GREATER_THAN)
* derive additional values (time, age, snow cover)
* consider minimum identifier (CAVOK, mil. color codes)
- add rain/hail/snow/snowcover support on the METAR side
- add max age of METAR data handling (currently set to
- add support for an external METAR cache proxy server
- add CAVOK handling
- set missing year/month in regular METAR messages
- fix a small bug in metar.cxx (wrong return value)
rather than /instrumentation/comm ... we need to be a little careful here
because typically, a single knob controls power to both matched com/nav pairs.
explicit calls to shutdown_all() which was causing this to be called twice.
This could cause problems with some IO modules (such as attempting to close
an invalid file descriptor the second time.)
a seperate explicite call or the io channels will be forced to try to shutdown
twice which could cause problems for some IO modules (i.e. attempting to
close an invalid file descriptor the second time ...)
We should now be able to find
wires or catapults when the ac3d model is loaded without the crease patch
(caused by the much more unstructured scene graph emitted by the old loader).
It should also emit more warnings if the carrier hardware configuration
includes conflicting definitions.
That code is the most intrusive one, it should not be used until you configure
an aircraft carrier as a aimodel. So I think it should be save to apply that
before the release too.
Attached is a patched runways.cxx. This fixes the find runway nearest to a given heading code. This was returning the last runway loaded at a given airport, not the nearest runway to the heading requested (which seems to always be 270deg by default). I have no idea how this has survived unnoticed for so long - I think it might be because you need to start at an airport with a runway near to 27 and one much greater than 27 eg. 36 to really tickle it, otherwise the runway nearest to 27 tends to be the final one loaded anyway. Try starting at KARR with and without the patch and note the surface wind. This should go in before the release.
a single apt.dat.gz file which is in the native X-Plane format.
To do this I wrote a front end loader than builds the airport and runway
list. Some of the changes I needed to make had a cascading effect, so there
are minor naming changes scattered throughout the code.
I have a small update which fixes the algorythm used for marking solid
surfaces for some cases where some branch nodes carry the object names I had
expected in the leaf nodes.
That will also introduce the possibility to mark whole subtrees from the
scenegraph solid.
I still work on getting the YASim models see the detailed environment
especially the carrier.
I have *forgotten* to initialize and to destruct the ground cache object!
Oooopppss!
The attached patch allows to put comments in *.stg files[1]. Lines with
# in the first column (and only there!) are skipped. This has no effect
on overall performance, but has two advantages:
A) possibility to temporarily comment out objects during scenery design,
(or to put other remarks there);
B) possibility to put marks like "# BEGIN" and "# END" there that allow
automated merging of local landmarks etc.
--
[1] actually, comments are possible now, too. But they aren't explicitly
handled and fgfs tries to parse words in "comments" piece by piece. Ugly!
[2] Idea by Chris METZLER, that I make already use of. I have a local
scenery dir for some tiles with extra objects, such as VOR/DME for
all of Austria. These are surrounded by "# BEGIN LOCAL" and "# END LOCAL",
and today I was able to merge the new 0.9.7 scenery with my locally
changed files. :-)
I've finished the emigration of the radiostack, and I've also removed it
completely. It turned out that the comm radio is completely implemented in
the ATC subsystem. I've changed the affected ATC files to point
to /instrumentation/com, but I guess that the maintainer of the ATC code
should decide wether to make it configureable, and how.
I also had to change some files in Network and Main. The changes in network
should be obvious, but the changes in Main were a bit suspect. The files
included radiostack.hxx, but they weren't directly depending on
radiostack-hxx. They were depending on other files that were included by
radiostack.hxx. I got it to compile, but I'm not sure if I included the
correct directly depending file.
For the data directory I changed every occurrence of /radios/
with /instrumentation/ with this simple one-liner that I found on the net:
find -name '*.xml' -type f | xargs perl -pi -e
's/\/radios\//\/instrumentation\//g'
Instead of me sending all the files that got changed by this I suggest that
you execute the one-liner yourself. Of course I can not guarantee that this
will work perfectly, but I considered hand editing to be not an option (I'm
lazy). I don't want to test every aircraft to see if everything still works,
I think it's better to wait and see if anyone complaints about broken nav
radios/instruments.
This is a sub-system which can be added to any carrier.
These files add a functioning Fresnel Lens Optical Landing System (FLOLS).
The orange/red 'source' lights are illuminated according to the position of
the pilot's eye above/below the 3.5 deg glide slope. The apparent position
of the source light relative to the fixed green datum lights allow the pilot
to 'fly the meatball'. The green 'cut' lights flash when the pilot's eye is
below the coverage of the lowest (red) source light.
TODO - add rules for the operation of the wave-off lights.
I understand that the new hud/runway feature is still very experimental,
and that the search criteria for the active runway don't necessarily make
much sense. (We are searching for a runway on /sim/presets/airport-id
that matches the current wind direction best, and not the tuned in ILS
runway or something!)
Anyway: the new hud code completely denies the possibility of
globals->get_runways()->search() not finding a runway and returning false.
There's always a runway found at KSFO, but not so at e.g. LOXL, in which
case we are handing garbage over to sg_geodesy.cxx and find ourselves
caught in an endless loop in geo_direct_wgs_84().
Okay, here's the latest update to the tarffic manager/AI Manager. AITraffic
can now fly multiple routes and be initialized while sitting statically at
airports.
currently just returns a lagged normalized value in the range of 0-1 that
is proportional to N1. It's up to the engine gauge to scale to the right
range. This is for lack of a real model of these items so we can have
something to drive the engine gauges.
I have now split out the ground cache functions into src/FDM/groundcache.[ch]xx
Attached are the two files and the patch to integrate that cache into
FGInterface.
The code is nowhere used at the moment, the fdm's need to be updated to use
that ground cache. The JSBSim-dropin.tar.gz from Martins ftp server does this
for example.
The carrier's scenegraph is not yet processed to be visible for ground
intersection testing. So the only benefit up to now is that the api is set
up. Using this I can put the changes to make JSBSim work with that into
JSBSim's cvs. Also I aim to provide Andy a patch to make use of that with
YASim.
Use a suggested exit method as described in the SDL_Quit man page. (fgOSExit() is still uncalled in both fg_os.cxx (glut) and fg_os_sdl.cxx, which makes these functions kind-of useless.) The other changes are fixes for gcc 3.3.4 warnings.
directory and over to the Instrumentation directory and make them modular
in the sense of being able to pick and choose what you include with any
particular aircraft.
Aaron says:
I just got the virtual runway hud projection working on all views and
2D & 3D HUDs. It is working awesome(see below). I have attached every
file that was modified (hud.hxx, hud.cxx, and the default.xml for the hud)
and every file that was added (hud_rwy.cxx and runwayinstr.xml).
Just a quick overview of how the instrument works.
The virtual runway is projected by getting the "cockpit view" of the
runway in 3D and projecting the points on to the 2D HUD. Therefore, the
virtual runway will be displayed the same in every view. For example,
you can land an aircraft from the "Tower View" by flying the HUD. Also
if you're in "Cockpit View" and it is centered then the virtual runway
lines will perfectly outline the actual runway. I am getting the active
runway via the wind like done in the ATC classes, which may need changed.
Also, I made the assumption the view 0, in view manager, is always the
cockpit view, which may need changed as well.
The runway configuration file will allow you to specify a center offset
(x,y) and a bounding box (width,height). You can also configure the line
stipple pattern for the outside and the center line. For instance, if
you wanted a 0xFAFA pattern, then specify 64250 as the value. If you
want a solid line, you can specify -1 or 65535 (0xFFFF) and zero will
turn the line off. It also draws a runway indication arrow when the
runway is not in the HUD or it can be drawn all the time if arrow_always
is true. The arrow will point in the direction of the runway (2D) by
rotating around the center at a radius of arrow_radius. If you wish to
turn the arrow off, you must set the arrow_scale <=0. The arrow really
should be 3D arrow that points to the runway (or points in the direction
of the aircraft-to-runway vector).
Add some controls required for carrier operations:
/controls/gear/launchbar
should be 1.0 if the launchbar is lowered, that means the aircraft should now
be arrested at the catapult.
/controls/gear/catapult-launch-cmd
Should be set to 1.0 when the aircraft should be launched from tha catapult.
The moving ai models will jump around realtive to the moving aircraft model.
I can see that with the carrier but others have noticed that too with ai
aircraft before.
The reason is that all SGSystems are called with a dt value which is not
necessarily a multiple of 1/hz.
In contrast, most FDM's use the _calc_multiloop function from FGInterface
which forces the time update to be a multiple of 1/hz for the FDM aircraft.
As a result, in the worst case, the FDM aircraft has moved nearly 1/hz seconds
further than the rest of flightgear (1/120sec*300kts that is about 1.3m).
That patch forces the time update to be a multiple of 1/hz.
systems. Fix a couple bugs/oversights.
- atc610x.cxx: Much code has moved into the configurable input mapper
(ATC-Inputs.cxx) and the remaining input massaging code has moved into
the atcsim.nas module.
We have decided that hardcoded initialization of instruments and systems is
bad. So we remove them.
Hardcoded initialization is bad because it can't be overridden from config
files or from the command line. We prefer to do it through config files that
should be, eventually, aircraft specific (*-set.xml), not global
(preferences.xml).
I attach the latest version of Nimitz. The textures have been improved. A glide-path has been added, it is on by default, but can be switched off by means of the properties browser: /ai/models/ship/controls/glide-path. The origin has been adjusted to the turning pivot and approximate roll center.
Modified AiShip files are also attached. These allow the radius of the turning circle of a ship to be input. The turning circle is adjusted for speed and rudder angle. Roll has been corrected so that a ship leans out of a turn, not inwards like an aircraft. The roll angle is adjusted for speed and rudder angle (yes, application of more rudder reduces roll angle - rudders act as stabilizers).
TODO
Add a relative wind calculation so that a carrier can be turned to the appropriate launch and recovery courses.
Add a 'flight plan' so that the carrier can carry out a racetrack for flight ops.
Add a projector landing sight.
Add auto-land facilities.
The caption should already be set when the window is opened. This is
important for some window managers. (KDE's kwin, for example, can store
special settings for certain windows, such as "no border" and "always
on top". KDE uses the window title to determine if a special rule is
to be applied. KDE will be made more tolerant, too.)
Here are files to get automated contrails working. I've set up contrails for
the 737, using my simple, untextured contrail model. Vivian has made another
contrail model, but I'm still trying to get his to work. I'm hoping others
will try to make contrail models also.
Here's some code that defines a top to thermals. When the top of a thermal is
reached the strength is phased-out linearly over the next 100 feet of
altitude. At first I tried just capping the thermal at the top, but the
change in thermal strength was too fast for the FDM to handle well.
Included is a new version of the thermal scenario that includes a top
(height-msl) to the thermal. The default value is 5000 feet.
on the ground) -- this is based on some wild guesses, but it seems
reasonable for now.
The next step will be to give the compass some angular momentum so
that it does not snap instantly to a heading, and so that it can
overshoot a heading and oscillate.
After applying the attached patches (based on latest CVS) you should
have a new option available within your version that should also
show up using fgfs --help, the syntax is:
fgfs --min-status={level} --show-aircraft
whereas "level" can be anything between
"alpha","beta","early-production" and "production"
Of course running something like
fgfs --min-status=alpha --show-aircraft
should not return any aircraft right now, as none of the
current aircraft definition files in your base-package is using the
required
<status></status>
tag - but you can easily give it a try by adding something like
<status>alpha</status>
The tag should be placed as a sub-tag within <sim> - so directly behind
the <description> tag would be just fine and straight-forward.
As a result of recent requests, I've implemented the ability to switch off
aerodynamic stabilisation:
This has to be added to the submodel.xml files:
<aero-stabilised>false</aero-stabilised>
When false the submodel retains the pitch given at instantiation.
It defaults to true.
I've made an encoder and a transponder. The transponder gets C-Mode altitude
information from the encoder. These two might not be very usefull right now,
but I think they might come in handy when the ATC network gets going.
input.cxx allocates memory for js->getNumAxes() axes and for jsCaps.wNumButtons
or MAX_JOYSTICK_BUTTONS buttons per joystick. But it doesn't check if some
xml config defines bindings for more axes/buttons, in which case it writes
to unallocated memory and causes crashes. This is a real world example:
sidewinder-force-feed-pro.xml defines 7 axes, but only newer versions of
this js do actually have that many. Older ones (-> gameport) don't. The patch
drops unused and unusable bindings.
I've added two new debug log types for the instrumentation and systems. They
used to use the autopilot debug log, because I couldn't figure out how to
make new log types. Well, now I have figured it out. ;-)
This will modify menubar.cxx/hxx so that it exports the
entire menubar (from menubar.xml) to the property tree, so that it can
now be changed dynamically using Nasal's setprop() instruction and
afterwards running a newly added fgcommand to update the menubar
based on those changes using the appropriate menubar path within
the property tree.
By default the menubar from menubar.xml will be stored within:
/sim/menubar/default
Erik:
I have moved the loading of menubar.xml into preferences.xml and
made sure that the menubar is destroyed every time a new menubar
is created.
I think I found the problem in props.hxx. I have an exception when copying properties. An alias to a property that has no value trigger this exception. The code that generate that is in AIManager.cxx :
void FGAIAircraft::bind() {
FGAIBase::bind();
props->tie("controls/gear/gear-down",
SGRawValueMethods<FGAIAircraft,bool>(*this,
&FGAIAircraft::_getGearDown));
props->getNode("controls/lighting/landing-lights", true)
->alias("controls/gear/gear-down");
}
controls/gear/gear-down has no value ( _type == NONE ) and controls/lighting/landing-lights is copied somewhere.
Erik:
Frederic's fix was to change props.hxx but he has expressed his doubts.
For now I've commented out the line that causes the problem so we have more
time to look deeper into the problem.
cvs -z4 -q diff -u props.hxx (in directory I:\FlightGear\cvs\SimGear\simgear\props\)
Index: props.hxx
===================================================================
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/props/props.hxx,v
retrieving revision 1.4
diff -u -r1.4 props.hxx
--- props.hxx 19 Sep 2004 09:08:12 -0000 1.4
+++ props.hxx 21 Oct 2004 07:10:54 -0000
@@ -622,7 +622,7 @@
/**
* Test whether this node contains a primitive leaf value.
*/
- bool hasValue () const { return (_type != NONE); }
+ bool hasValue () const { return (_type != ALIAS && _type != NONE) || (_type == ALIAS && _value.alias->_type != NONE); }
/**
Don't overwrite user settings from config files.
fgfs had in any case set bump-mapping to false, no matter if this
node did already exist (because it was defined in a config file).
compilation without ENABLE_SP_FMDS defined gave me a lot of link errors. It appeared that symbol used by ADA was still in use in the HUD.
There is also a typo from Curt in instrument_mgr.cxx where he #include "kr_87.cxx" instead of "kr_87.hxx"
This is a patch to make display list usage optional. They are on by default.
Use --prop:/sim/rendering/use-display-list=false to use immediate mode.
There is also a change in exception handling in main.cxx and bootstrap.cxx
This is a patch to make display list usage optional. They are on by default.
Use --prop:/sim/rendering/use-display-list=false to use immediate mode.
There is also a change in exception handling in main.cxx and bootstrap.cxx
Instrumentation and systems are now configureable from xml files. The two
generic configurations generic-systems.xml and generic-instrumentation.xml
configures the systems and instrumentation as it was hardcoded. You can
override the generic configurations in a similar way as you override the
autopilot configuration.
I've added some digital filters to the autopilot. They are all low-pass
filters that filter away high frequency signals/noise. There are 4 different
filters:
1. Exponential - The algorithm is essentially the same as the one used in the
fgGetLowPass() function.
2. Double exponential - Two exponential filters in series. This filter has a
"steeper" frequency response curve. It filters "better" than the single
exponential.
3. Moving average - Averages a number of inputs.
4. Noise spike - limits the amount that the output value can change from one
sample to the next.
Filters 1 and 2 are characterised by it's filter-time in seconds. For filter 3
you have to set the number of input samples to average over. For filter 4 you
set the maximum allowed rate of change as [1/s]. Since the sampling interval
(dt) isn't constant we have to calculate the maximum allowed change for every
update.
Example of a double exponential filter with filter time 0.1 seconds, that is
1/0.1 = 10 Hz.
<filter>
<name>pressure-rate-filter</name>
<debug>true</debug>
<type>double-exponential</type>
<input>/autopilot/internal/pressure-rate</input>
<output>/autopilot/internal/filtered-pressure-rate</output>
<filter-time>0.1</filter-time>
</filter>
This would go in the autopilot configuration file.
I've also removed the filtering of the "pressure-rate" helper value, use the
new filters if you want to filter it! ;-)
As I had reported on 2004/8/4 00:02:56 ("yasim + bo105 + vrp + @#%$#@ == argh!")
there must be a bug somewhere in YASim, which is responsible for the Bo105
turning around the FDM origin (nose tip) rather than the CG. Some people assumed
that I was just another victim of the "view offset" illusion, but this wasn't
and isn't the case.
Maik Justus (the rotor man) has now supposedly found the bug in YASim[1].
Look at this code in FDM/YASim/Integrator.cpp:35--66:
erly known as trRenderFrame) is now declared as a NULL function pointer and ass
ignment of the proper function is now done in FlightGear (jpgRenderFrame=FGRend
erer::update).
a working state. I still see an anomoly when taking a screen shot from inside
a 3d cockpit, but external (chase/tower) views seem to work well. I also
added a property to control how many screen-res tiles are generated in the
output. Theoretically, you can now generate unlimited resolution screen shots,
or limited only by your disk space and patience.
Today I successfully generated a 20*1024 x 20*768 (20480x15360) resolution
screen shot. If you rendered that at 100 dpi it would cover a poster of
about 17 feet by 12.8 feet.
Good luck trying to display something that big or convert it to anything
useful on a typical PC. :-)
automatically generate config.h-msvc6 with the right version number.
This way Curt will pack the right file because it will be
generated every time he will do 'configure'.
split). If SimGear is configured --with-jpeg-factory, then FlightGear
will fail to build unless this function is present.
FIXME: this is very messy architecturally -- find a better solution,
like passing this explicitly as a callback to the libJPEG class
(SimGear should not have a dependency on FlightGear).
I've made appropriate changes to Readme.submodels to reflect the
variation of Cd with Mach number.
Spitfire.submodel has been changed to use the variation of Cd with Mach
number
Submodel.cxx has been changed so that the default value of Cd is the
subsonic Cd of a non-boat tailed bullet.
I've finished the variation of Cd with Mach number.
The calculations are only applicable to ballistic
objects, and then strictly one shape: non boat-tailed bullets/shells, so
I've put them in AIBallistic rather than AIBAase. For all inputs, Cd
should be the sub-sonic value, so bullets will need changing.
I've just posted a graphical analysis here:
http://myweb.tiscali.co.uk/vmeazza/FlightGear/cd_mach.pdf
I'm attaching a small change to Andy's dialog.cxx that I needed
to make so that it enables XML/Nasal-dialogs to also contain
puLargeInput boxes.
The text will be retrieved/buffered from/within a specified
property tree, like:
<textbox>
<x>100</x>
<y>100</y>
<width>200</width>
<height>100</height>
<property>/gui/path-to-text-node/contents</property>
<slider>15</slider>
<editable>true</editable>
</textbox>
The calculation of submodel mass from weight has been moved from AIBallistic
to Submodel so that it is calculated only once, rather than on every
iteration as a present. The parameter <contents> has been added, primarily
so that droptanks will have the proper mass. It is the path to an
appropriate property containing a weight in lbs.
Care has to be taken with the use of <contents> because after a reset there
appears to be a delay in submodel instantiation (dt not properly reset???)
and the weight property is not always picked up before it is set to zero in
the key bindings. Slightly hard to explain. It works fine if FGFS has not
been reset though. There is a partial solution which involves the rejigging
of the fuel and gui nasal scripts, but there is still the visible delay in
instantiation to be resolved. I've nearly done the nasal fixes, which will
form part of an update to the Hunter only. I'll probably complete those
later today.
The value of rho (air density) varies with height. (Including the upper
stratosphere, ust in case someone wants to model ICBMs.) The standard
atmosphere is used (based on a sea-level temperature of 15 deg C.).
Erik Hofman:
I moved this code over the AIBase::update() so all AIModels can make
use of rho, temperature, pressure, etc.
I have added <Cd> and <weight> to the input parameters in the submodels.xml
script. Raw data may be used, thus avoiding the need to guestimate <eda>.
Eda remains, but should now be used to enter the proper cross-sectional
area.
Split up main.cxx into a program manegement part (which remains in
main.cxx) and a render part (the new renderer.?xx files). Also turn
the renderer into a small class of it's own. At this time not really
exctining because most of the stuff is still global, but it allows us
to slowly migrate some of the global definitions into the new class.
The FGRenderer class is now managed by globals, so to get the renderer
just call gloabals->get_renderer()
At some pijt it might be a good idea to also turn the remaining code in
main into a class of it's own. With a bit of luck we end up with a more
robust, and better maintainable code.
I had to reverse a number of signs to get it right. I took the opportunity
to add roll to the submodel so that droptanks will come off with the right
orientation. I have neither added the rotational speed to the submodel, nor
yaw, so if you release droptanks with significant roll rate or yaw angle on
the aircraft the submodel will not be quite right. Straight and level, or
nearly so, is fine.
paging system much more robust when position change is very rapid and sporadic.
Recall that we must load 3d models in the main render thread because model
loading can trigger opengl calls (i.e. with texture loading) and all opengl
calls *must* happen in the main render thread.
To accomplish this we load the base tile in the pager thread and build a work
queue of external models that need to be loaded. We never allow a tile to be
paged out of the tile cache until all it's pending model loads are complete.
However, when changing position very rapidly, we can quickly create a huge
backlog of pending model loads because we are changing positions faster than we
can load the associated models for the existing tiles. The end result is
that tiles that are long out of range can't be removed because there is still
a huge backlog of pending model load requests and memory blows up.
This change being committed allows the tile paging system to remove tiles
if they are out of range, even when there are pending models to load. The
model loading code in the render thread can now check to see if the tile
exists and discard any model load request for tiles that no longer exist.
This situation should never occur in normal operation, but could occur in
"contrived" situations where an external script was rapidly changing
the simulator position to then be able to query FG terrain height, and doing
this for a large number of points that are distributed across a large area.
The maths, so far, is now correct. Roll and pitch are now both in the
correct sense. The aircraft velocity is added correctly to the
submodel velocity, and the submodel is now visible when instantiated.
However, the velocity is measured at the aircraft centre. To be totally
correct we ought to take into account the aircraft's rotational
velocity. We have pitch rate and roll rate available, but not yaw rate
(small anyway).
Here are some things I've added to the submodel code.
First, I added a first_time value that is true when the trigger is pressed and
false when the trigger is released. The true value is also made false after
the first pass through release(). Release() then uses this to force the
first dt (per salvo) to be zero. I was hoping this would make the submodel
appear closer to the airplane, but I don't notice a difference with the
tracers. In a prior test I found that the first dt is about 2.5 times larger
than subsequent ones. Maybe this will be effective with slower submodels,
like smoke, contrails, etc.
Secondly, I updated the IC.elevation and IC.azimuth calcs to correctly add in
the yaw and pitch offsets, corrected for bank angle. Actually this is still
an estimation. A proper calculation will sum the submodels vector with the
airplane's vector. Until that's done only models which are fired forward
will have proper IC.
Testing revealed that the code was not reading y-offset - a
typo in the original code, and roll was in the wrong sense. All readily
fixable, and it now works.
I've added another parameter to the submodel - wind.
It's activated by the entry <wind>true</wind> in the ../submodel.xml file.
If true, the submodel is affected by the local wind, otherwise not. The
parameter defaults to false. This is useful for exhausts and smoke, and
possibly all objects.
Attached are the modified files to add buoyancy as a parameter for a
ballistic object. It may be set by adding
<buoyancy>x</buoyancy> to the submodel .xml file, where x is the appropriate
value (ft per sec2):
32 neutral buoyancy - contrails
>32 positive buoyancy - exhaust plumes
(0 non-op - default value)
If <buoyancy>x</buoyancy> is not used, then there is no effect on the
current ballistic model
Silly me. I was starting the timer at zero, so the first tracer didn't fly
until 0.25 seconds after pulling the trigger. Now the timer starts at the
same value as "delay", so the first round comes out immediately.
Also, I've added an optional configuration attribute that allows you to change
the ballistics of the submodel. This allows parachutes, or anything else
that has ballistics different from a bullet. The attribute is called "eda",
which is the equivalent drag area. Default value is 0.007, which gives the
same ballistics as the current tracers. Increasing this value gives more
drag. A value of 2.0 looks good for a parachute.
math stuff
########################################################################
The deceleration of the ballictic object is now given by:
[ (rho) (Cd) ] / [ (1/2) (m) ] * A * (V * V)
where rho is sea-level air density, and Cd and m are fixed, bullet-like
values. So the calculation is:
0.0116918 * A * (V * V)
The value "A" is what I'm calling the "eda" (equivalent drag area).
########################################################################
A parachute model will have to be built so that the parachutist's feet
are in the forward x-direction.
Here is the submodel.xml config I use for "parachutes":
<submodel>
<name>flares</name>
<model>Models/Geometry/flare.ac</model>
<trigger>systems/submodels/submodel[0]/trigger</trigger>
<speed>0.0</speed>
<repeat>true</repeat>
<delay>0.85</delay>
<count>4</count>
<x-offset>0.0</x-offset>
<y-offset>0.0</y-offset>
<z-offset>-4.0</z-offset>
<yaw-offset>0.0</yaw-offset>
<pitch-offset>0.0</pitch-offset>
<eda>2.0</eda>
</submodel>
Last night I sent these new files to Vivian to fix a problem he found. Since
we can have more than one submodel we need more than one "count" property.
The new code creates a property systems/submodels/submodel[n]/count for each
submodel. Vivian is using this count property for his sound.
Here is an update for the submodel system. This will allow submodels to be
defined for any aircraft, and there are no default submodels. To use this
submodel system you need to set up a binding (slight change in property name
from last one, but you can use any property name you like, as long as it
matches the name in the submodels.xml file, see below):
<button n="0">
<desc>Trigger</desc>
<binding>
<command>property-assign</command>
<property>/systems/submodels/trigger</property>
<value type="bool">true</value>
</binding>
<mod-up>
<binding>
<command>property-assign</command>
<property>/systems/submodels/trigger</property>
<value type="bool">false</value>
</binding>
</mod-up>
</button>
Then in your *-set.xml file you need to define a path to the configuration
file (similar to the way the electrical system is now done):
<sim>
...
<systems>
<electrical>
<path>Aircraft/Generic/generic-electrical.xml</path>
</electrical>
<submodels>
<serviceable type="bool">true</serviceable>
<path>Aircraft/FW190/submodels.xml</path>
</submodels>
</systems>
...
</sim>
Then you put the submodel configuration file in your aircraft's directory.
I've attached a file, submodels.xml, that can be used to define a gun that
works just like the former one did.
There are two things remaining to be done. One is to change the function
SubmodelSystem::transform() to properly position the submodel. This will
require some complicated matrix code that I might borrow from Yasim.
Well here's some tracer stuff. If fiddled around with submodel.cxx. It now
does what it says - you need to put this:
<!-- trial gun system -->
<systems>
<submodel>
<serviceable type="bool">true</serviceable>
<amount type="int">120</amount>
</submodel>
</systems>
In the *-set.xml file NOT within <sim></sim>. Trouble is it still defaults
to serviceable=true, but it also defaults to amount=0. Unless this bit of
code is included it wont run, so other models can't fire inappropriate
tracer. Revised submodel.cxx file attached.
I've changed to a non-billboard solution. I tried to make the viewing angle
of the tracer less than 180 degs, but failed. Close enough I think. It's
still a bit big, but a reasonable compromise. .AC file attached.
I remain concerned about the tracer colour. In practice, red is better (and
it's what I am used to) but David seems set on white, and I don't want to
upset him. I'm going to adjust the texture a bit more tomorrow.
Right now the code is not very configurable, and there is only one submodel per airplane possible. It is implemented as an SGSubSystem, just like the electrics, vacuum, etc. systems. To make it work you need to make a release binding like this (for my joystick trigger):
<button n="0">
<desc>Trigger</desc>
<binding>
<command>property-assign</command>
<property>/systems/submodel/trigger</property>
<value type="bool">true</value>
</binding>
<mod-up>
<binding>
<command>property-assign</command>
<property>/systems/submodel/trigger</property>
<value type="bool">false</value>
</binding>
</mod-up>
</button>
Then, each airplane that uses the system should have something like this added to its *-set.xml file (note that this does *not* go within the <sim></sim> tags):
<systems>
<submodel>
<serviceable type="bool">true</serviceable>
<amount type="int">70</amount>
</submodel>
</systems>
Future improvements will include:
1) more configurability, so the user can create multiple submodels, and can assign them different locations, and pitch and yaw adjustments, and nitial velocity.
2) sound?
3) a more accurate calculation of the submodels location at any pitch/roll/yaw.
4) a way to pre-load the model, so the AI code doesn't have to parse the model every time it creates an instance.
I think that's all of it.
All necessary elements for an ADF gauge had been migrated from
Cockpit/kr_87.cxx to Instrumentation/adf.cxx. Migrating the sound
related elements was apparently planned, but not done yet. This
intermediate state broke the ident morse sound: it couldn't get
turned off and it always indicated "SF", regardless of the tuned-in
frequency. The following patches continue the migration:
adf-radio.diff => Base/Aircraft/Instruments/adf-radio.xml:
---------------------------------------------------------------
* sets maximum volume to 1 (rather than 2); Not only is 1
loud enough (and 2 unpleasantly noisy), it also prevents
the knob from being turned to non-existant positions. :-)
* fixes wrong use of /instrumentation/adf/ident
* the voice/ident selector(?) remains unchanged, but as it's
not switched to "IDENT", there'll be no ident sound by default
this is consistent with other sounds and DME.
radiostack.diff => src/Cockpit/radiostack.[ch]xx:
---------------------------------------------------------------
* comment out use of FGKR_87 class. kr_87.[ch]xx is now no
longer used. kr-87adf.xml would no longer work, either, but
isn't used anywhere, anyway. Future adf radios have to use
the adf instrument, using xml/Nasal for specific hardware
implementation details.
adf.diff => src/Instrumentation/adf.[ch]xx:
---------------------------------------------------------------
* adds ident morse sound capability using two new input
properties:
- /instrumentation/adf/volume-norm (double)
- /instrumentation/adf/ident-audible (bool)
this was always only meant to be a test program for the metar lib, but now
that people are referring to it as a means to get metar reports, I think a
usage info is desirable. The list of test ids, on the other hand, isn't
necessary any more. This can still be handled by a Makefile or the commandline.
I'm all for keeping this tool in cvs, however. And also the not-used stuff
therein is a welcome source for how to use the SGMetar class.
This is a workaround for an issue where the xml dialogs were shrinking on
subsequent pops.
Andy Ross says:
That looks like it should be fine for a release-time workaround. The
2 pixel border on dialogs is at best a minor feature, and probably
invisible since the sub-frames all have their own padding.
Clearly the right fix would be to find out where the code is getting
confused by the previous layout. In principle, the layout should be
idempotent: if you don't change the layout constraints, it shouldn't
change its layout. There's still a bug in there somewhere.
I've included the latest fixes to the Traffic Manager/AI flightplan generation
code. Most of the code changes are in AIFllightplan.cxx. This is the code
that runs without depending on predefined FlightPlans in
#FG_ROOT/Data/AI/Flightplans.i
As suggested by Dave, I've also added a new property in
preferences.xml: /sim/traffic-manager/enabled, which is used to control
whether or not the traffic manager is active.
I'm still working on a few more 737 traffic patterns, those are going to take
a little longer, so I didn't want to wait sending in this code.
Finally, I haven't put much effort into ensuring "aeronautical correctness" in
this version yet. The code works on my system, but what the AI plane do may
actaully be quite rediculous. But I'd like to leave that for the next
version.
Stub in hooks for Propeller feathering controls and the turbo prop "condition"
lever.
I added a line in FGFDM.cpp to force control properties to exist if they
don't already. This way you can specify anything you want and find them
in the property browser, otherwise no one else may create them and you are
stuck.
In PropEngine::solve() the code original sets _running = true at the
beginning and then sets running = false at the end. I changed this to
save the current value at the start, set to true, solve(), and then
restore the original value at the end. That way if we start off with
_running = true, we don't have to hack up the calc() routine which wasn't
using the value anyway.
Finally I added some very initial support to shut down a turbine engine
(_running = false) when the condition lever goes to zero.
for localizers. I further hacked this to support GS and DME transmitters
(although Robin's DME transmitter data doesn't convey orientation
unfortunately.)
I have 3 issues that are fixed by this set of patches.
1. In extensions.cxx
#else if !defined( WIN32 ) must be changed by
#elif !defined( WIN32 ) because the text after #else
seems to be ignored
2. banner is not available on windows, only cygwin
3. ANSI escape sequences are not interpreted on the
windows console. We just have garbage that is hard
to read.
motion.
- Track a timeout value so we can optionally hide the mouse pointer after
some user specified timeout period.
- in doMouseMotion() always update m.x and m.y even if we return early because
pui wanted the event. Without this, we can't reliably detect motion vs.
inactivity.
- in _update_mouse() add a dt parameter so we can decriment the timeout value
in "real" time.
- in _update_mouse() optionally hide the mouse pointer if m.timeout goes to
zero. Restore the pointer (and the timeout counter) if the mouse is moved.
will delay it's reply by 50ms. The ground station can change it's reply delay
to trick the airborn dme unit into reporting a distance that is offset from
the true distance by some constant value. In FG we model this by subtracting
a fixed distance from the actual distance.
It is thus possible in our implimentation for the displayed distance to become
negative. This patch clamp DME distance to a minimum value of 0.00 so it can
never go negative.
A good elevation is critical for proper glide slope modeling. This patch
assigns the average field elevation to any ILS component that doesn't have
a valid elevation.
Also, for an ILS approach, use the GS transmitter elevation for glide slope
calculations rather than the localizer elevation, in some cases this can
make a big difference.
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
Here's some additions to AI that allow refueling from an AI tanker (the actual
onload of fuel must be handled by the user's FDM of course, this just lets
the FDM know that the user is in position to refuel).
I've added a new class of AIAircraft called "tanker". It uses the same
performance struct as a jet transport. An AI tanker is just like an AI jet
transport, except it uses the already-existing radar data to control the
boolean property systems/refuel/contact. The code change was minimal.
An AI tanker can be created like this:
<entry>
<callsign>Esso 1</callsign>
<type>aircraft</type>
<class>tanker</class>
<model>Aircraft/737/Models/boeing733.xml</model>
<latitude>37.61633</latitude>
<longitude>-122.38334</longitude>
<altitude>3000</altitude>
<heading>020</heading>
<speed>280</speed>
<roll>-15</roll>
</entry>
This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the
user gets within refueling range (contact position) then the property
systems/refuel/contact will be true. Otherwise it is false.
The dimensions of the refueling envelope are pretty rough right now, but still
usable. The user must be behind the tanker (ie. radar y_offset > 0). The
user must be at or below the tanker's altitude (ie. radar elevation > 0).
The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar
range_ft < 250). This last requirement is loose because the radar data is
only updated every 100 ms, which is accurate enough for radar use, but
which is sloppy for air refueling. This could be tightened up by increasing
the radar update rate to once every sim cycle.
I'm going to add a light to the T-38 instrument panel that will monitor the
property systems/refuel/contact. This will make it easier to explore the
boundaries of the refueling envelope.
Here's some new AI stuff.
1) AI objects must now be defined in a scenario file, not in preferences.xml
or a *-set file. (Of course this doesn't prevent objects from being created
dynamically, as with Durk's traffic manager).
2) A new demo_scenario file is attached. It creates 3 aircraft, a sailboat,
and a thunderstorm.
3) Objects without flightplans live forever.
4) FGAIShip::ProcessFlightplan() is not yet implemented.
5) preferences.xml should now define only <enabled> and <scenario>
These change add some code that at initialization time will snap all
localizers into perfect alignment with their runways. It's my experience
that the DAFIF/FAA data reports runway and localizer headings to a level
of precision that is great for making charts, or adjusting your OBS, etc.
But the level of precision of this data can be far enough off to make you
visibly *un*aligned with the runway when the CDI needle is centered.
There are probably cases where the localizer isn't really perfectly
aligned with the runway, or intentionally misaligned to avoid obstacles
or terrain. So I have made this configurable for those that trust the
data more than I do. Just set "/sim/navdb/auto-align-localizers" to
true/false in the preferences file to turn this feature on or off in the
code.
- FG now directly supports Robin's native nav database file format.
- His latest data now separates out dme, gs, loc, and marker beacon
transmitters rather than lumping them all into a single "ILS" record.
- These new data structure changes prompted me to do some code restructuring
so that internally these different types of navaids are all kept as
separate lists and searched and handled separately.
- This structural change had a cascading affect on any code that
references or uses the nav databases. I've gone and "touched" a lot of
nav related code in a lot of places.
- As an added bonus, the new data (and code) adds DME bias so these will
all now read as they do in real life.
- Added Navaids/navdb.cxx and Navaids/navdb.hxx which provide a front
end loaders for the nav data.
- Added Navaids/navrecord.hxx which is a new "generic" nav data record.
- Removed Navaids/ils.hxx, Navaids/ilslist.cxx, Navaids/ilslist.hxx,
Navaids/mkrbeacons.cxx, and Navaids/mkrbeacons.hxx which are all now
depricated.
1. Removed aircraft roll on ground.
2. Decreased descent pitch angle.
3. Updated flightplans to include <on-ground>
4. Fixed property indexing, so all AI aircraft have their own property branch
The default value of <on-ground> is false, so you only need to specify it when
on the ground. For takeoff you need to specify <on-ground>true</on-ground>
for the first waypoint, and for the acceleration waypoint. For landing you
need to specify it for the touchdown point and any taxi points.
One problem. WARNING **** There is a bug in the way the property system
works, which causes a segfault, but I don't know if the problem is in the
property code, or in how I'm using it. After an AI object terminates, if you
access the property tree through the property browser the sim will segfault.
First, preferences.xml will define the scenario filename.
For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml. Later, I'll move the sailboat into the demo
scenario. If no scenario filename is given, then no scenario will be
processed.
I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R. This will make a good demo for the ai
system. One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
Here's the newest AI stuff.
The AIManager at init() creates a new scenario. Right now the
default_scenario is hard coded in, but eventually the AIManager should get
the scenario filename from preferences.xml.
The scenario defines which AI objects will be created. Right now it only
creates AIAircraft, but this is easily extended. The scenario also defines
which flightplan will be assigned to the airplane. Scenario config files go
in data/Data/AI.
The Airplane gets a pointer to a FlightPlan object. Each airplane should get
its own flightplan object, even if two airplanes have the same flight plan.
This is because the flightplan maintains the iterator pointing to the
current waypoint, and two airplanes might be at different locations (for
instance if they were created at different times). The flight plan files go
in data/Data/AI/FlightPlans.
When the airplane gets to the waypoint named "END" it vanishes. The
AIAircraft destructor deletes its flight plan (if it has one).
The last waypoint is a place holder only. I called mine
<WPT><NAME>"EOF"</NAME></WPT>.
little larger.
The text widget can now be meaningfully associated with a property; in
PUI, it's "value" isn't the same thing as its label, but we can hack
things to treat them symmetrically.
Commit an experimental "live" property that can be set on widgets to
cause them to update their values every frame. This works great for
text widgets, as above. Note that this synchronization is input-only:
no support is provided (or needed -- the GUI only changes when the
user does something) for writing those properties out every frame.
the 30 seconds that Maik had originally intended, according to the comment.
This is important for the pending sound and rotor disc changes (and of course
for realism).
Fix the leg distance calculation to display nautical miles instead of meters.
It turns out that Simgear already has a range normalize function, so I use
that one instead.
for a while, it turned out to be pretty easy to implement. Also, the
property picker is now non-modal, I presume the modality wasn't an
intentional feature.
I've added a vertical navigation capability to the GPS module. One can input
two waypoints, wp[0] and wp[1], with altitude. If the altitudes differ, then
the altitude deviation from a "straigth" line from wp[0] to wp[1] is
calculated. The true course and course deviation from wp[0] to wp[1] is also
calculated. All this can be found in the wp subdir where one also finds the
wp[0] and wp[1] subdirs.
All this has to be done through the property browser. Maybe I should make a
gui window for the GPS!
"slow/windmilling propeller" regime. I'm happy with the foundations
of the solution, but this hasn't been complete tested yet. The
solution behavior seems fine on the planes I tried.
PistonEngine class has grown an "Engine" superclass. Some other stuff
moved around too, and I cleaned up some property naming while I was in
there. This hasn't been tested very thorougly, hopefully I didn't
break anything.
configure and compile out-of-the-box on a MinGW target:
Use -lSDL instead of -lglut32 on windows builds when --enable-sdl
is set.
Link against alut.dll in addition to openal32.dll.
Replace BSD bcopy() with ANSI C memmove() in a few places. This is
simpler than trying to abstract it out as a platform dependency in a
header file; bcopy() has never been standard.
The ENABLE_THREADS handling has changed to be set to 0 when threads
are not in use. This breaks expressions like #ifdef ENABLE_THREADS.
Replace with a slightly more complicated expression. It might have
been better to fix the configure.ac script, but I didn't know how and
this whole setting is likely to go away soon anyway.
The MinGW C runtime actually does include snprintf, so only MSVC
builds (and not all WIN32 ones) need _snprintf in JSBSim/FGState.cpp
Building on a platform with no glut at all exposed some spots where
plib/pu.h was being included without a toolkit setting (it defaults to
glut). Include fg_os.hxx first.
And when still using glut, glut.h has a bizarre dependency on a
_WCHAR_T_DEFINED symbol. It it's not defined, it tries to redefine
(!!) wchar_t to disasterous effect.
anymore. Instead Frederic Bouvier suggests to add a <number> tag to
the axis definition which accepts values for <windows> and <unix>
for now but which can be extended later on:
<axis>
<desc>Rudder</desc>
<number>
<unix>2</unix>
<windows>3</windows>
</number>
<binding>
<command>property-scale</command>
<property>/controls/flight/rudder</property>
<offset type="double">0.0</offset>
<factor type="double">1.0</factor>
<power type="double">2.0</power>
</binding>
</axis>
1. The listener is always positioned at the origin.
2. All sounds eminate from the aircraft's model position.
3. Sound positions are relative to the listener location.
I've added a tracking bug to the gps. This is of course very similar to a
heading bug for a DG. I don't know if this is the common name, but I feel
that for a gps the name tracking bug is more accurate than heading bug. A
true bug error and a magnetic bug error is calculated and shifted into the
-180 to 180 range so that they can be used by autopilots.
I've also fixed a property name that crept in when I had to change back to
indicated-***. Back then I accidentally changed the desired course name to
"indicated-course". The property that is supposed to be the input for the
desired course should naturally be named something like "desired-course", and
definitely _not_ "indicated-course". If this name change breaks anything it
should be fixed in the other end.
I've also commented out a lot of #includes that I don't think is needed. I'm
on Suse 9.0 now, and it builds fine here, but this might be a problem for
different platforms I guess we have to cross our fingers.
my code was accidentally drawing the cockpit twice
in view 0. This patch should fix the problem of
lights not seen through canopies or prop discs.
It was also drawing the lights ( ground and rw )
after the clouds, so they were not obscured by
them.
command bindings accessible from XML. This still probably isn't a final
solution (which would drive the HUD from propery values), but it's a step
in the right direction anyway.
This update contains a change to not overwrite the altitude-ft preset during
"onground" start. The change also prevents a ground trim issue with the
JSBSim fdm when a "reset" is done by FlightGear.
this patch is to clear a problem that I sometimes
encounter : FG locks when hitting the cancel button
of a dialog. In fact, an interator is always invalid
when it was used to erase a member of a collection.
The braces are here to help my debugger, and I also
removed a warning about unused variable.
I restored the output to cout / cerr
for the options and the warning for the version mismatch.
There is a dummy SG_LOG to allow the windows version to
popup the console.
The snapshot rendering use multipass now.
- We need to be able to support a per engine master bat/alt switch.
- Forgot to write the gear level state into the network structure.
native_fdm:
- renamed EGT->egt for consistancy.
- added manifold pressure to the structure.
FG_ENABLE_MULTIPASS_CLOUDS must be defined to enable
the algorithm. I made this because the stencil buffer
must be initialized at the beginning of the program and
OpenGL can fallback to software rendering if it can't
find a visual with stencil buffer. I didn't touch the
configure script, so CXXFLAGS=-DFG_ENABLE_MULTIPASS_CLOUDS
must be set before running ./configure.
If FG_ENABLE_MULTIPASS_CLOUDS is defined, the main render
loop begins by reading the /sim/rendering/multi-pass-clouds
property. It is a boolean property so there are only two
quality levels. false means no multi pass and no use of
the stencil buffer, true means an additionnal pass for
both upper and lower cloud layers.
The algorithms are as follow :
/sim/rendering/multi-pass-clouds=false
1. draw sky dome
2. draw terrain only
3. draw clouds above the viewer
4. draw models except the aircraft
5. draw clouds below the viewer
6. draw the aircraft.
The cloud rendering doesn't update the depth buffer.
This means that models overwrite clouds above the viewer.
This is only noticeable for tall buildings and when
flying very low. Also, drawing low clouds after models
means that they are not blended with models' translucent
surfaces. Large transparent area require alpha test
enabled and AI aircraft canopy are making holes. The
pilot's aircraft being rendered at the end, there is no
problem with canopy or prop disc.
/sim/rendering/multi-pass-clouds=true
1. draw the sky dome
2. draw the terrain only
3. draw all clouds
4. draw models except the aircraft
5. redraw the clouds where the models where drawn ( stencil
test on )
6. draw the aircraft
The assumptions made by this algoritm are that the terrain
is not transparent ( should be true in all cases and
that there are no clouds between the aircraft and the viewer.
Assuming these facts, there should be no blending bugs.
The screenshot rendering is not updated yet.
the keyboard modifiers outside of a key event handler, so adding the
fgGetKeyModifiers() call to doMouseMotion was broken. The user could
see "phantom" modifier keys.
trying the --show-aircraft option, I noticed that I had
no output. This is because there are still output to
cout or cerr, that are not triggering my console patch
for windows. The patch attached use SG_LOG instead.
A request to hit a key is also added because otherwise,
the console window will disappear as soon as the program
stop.
This problem is minor though given the fact that fgfs.exe
is shipped with fgrun that do show the available aircraft
in a much nicer manner.
work on the pa28 idle and without creating ridiculous side effects
(like being able to fly the aircraft with the starter motor, heh).
This one looks pretty good for now, pending work on the propeller to
get its low speed drag in line with reality.
reads the /consumables tree for input to determine weights, but
places output only in /engines/engine[n]/fuel-consumed-lbs where
it gets picked up by the Nasal code.
This is a fix for my earlier "Remove some hardcoded dependencies between fdm,
viewer and acmodel" patch. The problem was discovered when testing the
wrightFlyer.
deriving a class and the base class used this type.) Return to using
const char and hope people compiling against earlier versions of plib
have compilers that think typedef const char cchar; char *abc; is equivalent
to const char *abd;
This patch adds the ability to do a simple scaling of input without having to
add hardcoded helpers. Example:
<reference>
<prop>/autopilot/settings/vertical-speed-fpm</prop>
<scale>0.01667</scale>
</reference>
The message 'Alert: catching up on tile delete queue'
comes from the fact that 48 tiles are scheduled and
added to the cache at startup before the plane location
is initialized. My proposed patch is to initialize
SGLocation with an invalid position and detect this
fact before scheduling tiles. I prefer to do that
rather than testing for lon and lat being 0,0 because
it is a valid position and someone could want to fly
near Accra.
This patch is for windows only. It hides the console window
until there is a message to print. It only support SG_LOG,
that I think is the right way to display something in FG.
Add FGPredictor class to xmlauto. Add support for horizontal navigation based
on flight track as opposed to heading. Add crosstrack-error support to nav.
Simplify error adjust calculation for horizontal nav (better interception).
Fixed potential divide by zero that was producing nan issues in the xmlauto
code.
I've done som more work on the gps instrument.
- You can now input airport-, nav- or fix-ID to select a waypoint.
- You have to specify either "airport", "nav" or "fix" in the waypoint-type
property (some fixes and navs have identical IDs).
- Formatted the time to waypoint output.
- Cleaned up and changed some propery names (wp-heading -> wp-bearing).
- I've also added a name member to the FGNav class so that the gps instrument
can get the name of the nav.
- Changed the airport name parsing in simple.cxx.
I've done some changes to xmlauto.cxx.
Only calculate the derivate filtering if derivate time Td is greater than
zero. This means that one can set Td=0.0 in the xml file to completely remove
the derivate action. (Setting Td to zero in the current version would lead to
a division by zero and crash.)
Setting the integrator time Ti to zero doesn't make sense, right! I've
modified so that setting Ti to zero results in the integral action being
completely removed.
null space without killing the engine (hardware specific problem.)
- NMEA output: I'm slightly confused but it appears that a real GPS outputs
traditional unix line endings on it's gps strings, we were outputing DOS
CR/LF which was causing some confusion. This changes the line ending
convention to match that of a real gps.
- Calculate true ground track and speed for NMEA.
explicitely. This value has always been feet, but there were a couple places
in the code that assumed this elevation was meters. The result was that you
could park directly over the top of the Black Forest VOR (112.50) NE of KCOS
and get a dme reading of 2.5 or so. This problem is now resolved.
I added some things to the AI stuff to improve the AIThermal processing.
Before, all the thermals were processed in order, and the last one overwrote
the prior one. Now, only the data from the nearest thermal is kept. This
way a tile can be populated with many thermals, and (as long as they have the
same diameter) the one nearest the airplane correctly takes effect. This
will make us ready for the next step, "auto-thermaling", where FlightGear's
tile manager can cover a tile with thermals, and set the thermal strength
based on land-use type.
I moved the enumerated object_type to the base class. When an AI object is
created it now sets the _otype variable in the base class. This lets the AI
manager find out what kind of AI object it is dealing with, using the base
pointer. I also added a function isa() to the base class, so the manager can
process objects differently based on their type.
The AI manager now sends AIThermal processing to a different function, where
only the data from the nearest thermal is kept. After the manager processes
all the AI objects, then the results from the nearest thermal are applied to
wind-from-down.
occasionally cause a large number of valid stations to be flagged as invalid.
This *seemed* like a "race condition" type problem because there were some
assumptions in the communication between the main process and the threaded
loader which if they broke down could lead to this problem.
In the process of removing this ambiguity, I restructured the threaded
(and non-threaded) metar fetching code a bit. Some of the top level logic
(which Erik politely left untouched) didn't make nearly as much sense in the
context of a threaded metar loader and could have contributed to some of the
wierdness I was seeing.
Here's a new batch of AI code which includes a working radar instrument.
I put the radar calculations into the existing AIAircraft class. It was
easier that way, and it can always be migrated out later if we have to.
Every tenth sim cycle the AIManager makes a copy of the current user state
information. When the AIAircraft updates it uses this information to
calculate the radar numbers. It calculates:
1) bearing from user to target
2) range to target in nautical miles
3) "horizontal offset" to target. This is the angle from the nose to the
target, in degrees, from -180 to 180. This will be useful later for a HUD.
4) elevation, in degrees (vertical angle from user's position to target
position)
5) vertical offset, in degrees (this is elevation corrected for user's pitch)
6) rdot (range rate in knots, note: not working yet, so I commented it out)
and three items used by the radar instrument to place the "blip"
7) y_shift, in nautical miles
8) x_shift, in nautical miles
9) rotation, in degrees
The radar instrument uses the above three items, and applies a scale factor to
the x-shift and y-shift in order to match the instrument's scale. Changing
the display scale can be done entirely in the XML code for the instrument.
Right now it's set up only to display a 40 mile scale.
The radar is an AWACS view, which is not very realistic, but it is useful and
demonstrates the technology. With just a little more work I can get a HUD
marker. All I need to do there is make a bank angle adjustment to the
current values.
I went through the AI code to put the "bank" node back into the config file,
so the models can fly circles. While I was in there I made some other
changes.
*) Moved the initialization of roll, tgt-roll, pitch ... etc, from init()
into the constructor, so it wouldn't over-write the config settings.
*) Changed the altitude getter to remove the meters-to-feet conversion. The
altitude is kept internally in feet. Only the scenery code needs meters.
*) Added "bank" item for config file (for type=aircraft). Left bank is
negative.
*) Added "rudder" item for config file (for type=ship). Left rudder is
negative. Internally this is stored in the "roll" variable, but the ship
model doesn't roll. It uses the "roll" variable for turning though.
The following puts a tanker at 3000 feet, 6 nm northwest of KSFO. On takeoff,
the tanker is visible over the hanger building at one-o'clock.
<entry>
<type>aircraft</type>
<class>jet_transport</class>
<path>Aircraft/737/Models/boeing733.xml</path>
<speed-KTAS type="double">320.0</speed-KTAS>
<altitude-ft type="double">3000.0</altitude-ft>
<longitude type="double">-122.455</longitude>
<latitude type="double">37.69667</latitude>
<heading type="double">200.0</heading>
<bank type="double">-15.0</bank>
</entry>
are many recognized limitations and inefficiencies with this entire approach,
however, it's a quick and dirty way to get something working, where before
we didn't.
The last change from Curt to Airports/simple.[ch]xx made
GUI/AirportList.cxx not compilable because of the loss of
a '*' in getAirport.
Also : fabs is not defined under MSVC unless <math.h> is
included.
updates based on the "closest" airport with metar data available. Note that
the web based query is in the main loop and causes brief sim pauses. Update
rate (once per minute) needs to be tweaked with, but is a good value for
testing.
seem to be fully deterministic in P-only mode. This old simple controller
does what I expect, so it's good for calulating stage #1's of multi-stage
controllers.
I just met a couple of warnings about depricated headers beeng used.
Please take a look at patch (against today cvs) attached wich
does strstream -> stringstream migration. I hope you found it usefull.
latest version is attached to reduce need to search property
tree each frame. I don't think this will break any Fg code and
opengc has been updated a while back and have had no complaints ;-) so it
should be a no impact change, hopefully.
controls in the cockpit vs. which wheels they apply to. FlightGear now
sets /controls/gear/brake-left, /controls/gear/brake-right, and
/controls/gear/brake-parking. It should be up to the FDM to sort out
which wheels under which circumstances are affected by these controls
and ultimately what happens to the physical motion of the aircraft.
net_ctrls.hxx net_fdm.hxx net_fdm_mini.hxx net_gui.hxx
I, Curtis Olson, being the primary author of these header files, hereby
release them into the public domain to facilitate interfacing FlightGear
with other external code (which might need to remain proprietary or may
be licensed under some not quite GPL compatible terms.)
account for variation in lighting alignment, but it's more useful than the
previous attempt which was based on a misunderstanding of how environment
mapping worked.
to handlers which might want to assign it to a SGPropertyNode_ptr for
reference counting (Nasal does, for instance, to prevent garbage
collector interactions). If that smart pointer is then destroyed,
that will free this object while it is still live.
Simply use a SGPropertyNode_ptr here; the code ends up smaller as a
bonus, since FGBinding no longer has to deallocation for _arg.
places now use sgCartToGeod() instead of rolling their own
approximation. And YASim is now using exactly the same 3D coordinate
system as the rest of FlightGear is.
scripts) to create dialogs at runtime. Augment "dialog-close" to take
a name argument, allowing code other than PUI callbacks to close
dialogs.
The changes to the GUI directory to enable this are actually minor,
basically amounting to using SGPropertyNode_ptr reference counting
(the GUI subsystem no longer "controls" the dialog property trees, so
it can't delete them).
interface, and use it to cache FGNasalScript objects returned from
a new parseScript() method.
Added a rand() function.
Added an interpolate() function interface to the new SGInterpolator
subsystem.
the core YASim stuff. Mostly cosmetic: whitespace adjustment, dead
code & meaningless comment removal, a little code motion to better
partition the helicopter handling from the original code (no more
giant if() { ... } around the solver). Added a warning to the parser
to try to eliminate the string booleans that crept in.
There should be NO behavioral changes with this checkin.
makes more sense to keep I/O running. That way remote telnet connections
will still respond, and the sim can still accept and send data. This also
allows a remote script or gui to pause and (more importantly) be able to
the unpause the sim.
are cosmetic, but we now have a combination of code that seems to work
very robustly. I was able to land the yf23 at about 130 kts on the lower
level of the bay bridge and then taxi the entire length.
traingle strips right ... it was mixing up the vertex ordering slightly.
Oh what the heck, it was really screwing up tristrips. Everything else looks
correct though. :-) Hurray for the red book.
a <rating-amps> tag which also implies that the switch is a circuit breaker.
Eventually we could have code that will automatically trip the breaker if
the current exceeds the rating.
support an attached property name and an intial state, but this can easily
be extended to configure a switch to be a circuit breaker with a max rating,
etc.
current draw. This is only one piece of the puzzle, but as we move forward,
the idea is better modeling of the ammeter, and we could automatically pop
circuit breakers if the current gets too high.
Patches to allow control of more than 1 (up to 10) ejection seats, and
control them with more flexibility. A particular ejectection seat can be
disarmed or failed, in which case it can't be ejected until it is armed
or fixed.
aloft layers to match a current OAT at the current altitude. This can be
run from an external script or gui.
Given the specified OAT (and the current aircraft altitude), the code
calculates the equivalent sea level temperature, and then assigns that to
all active boundary and aloft environment layers.
Upon further review, I was very misguided, and unfortunately no one slapped
my hand at the time.
Factoring in the environment manager's interpolation scheme, it makes complete
sense to specify the sea level temperature at each boundary and aloft layer.
In fact, this is the only way that allows the temperature interpolation to
make sense, especially around the boundary layer. This is confusing stuff,
but it now works perfectly. :-)
Here's a patch to locate the base package inside the application bundle on OS-X. The patch also disables the CPSForeground hack in boostrap.cxx, which is unnecessary if the we're running as a proper bundle rather than a Unix command line program.
Both of these changes are only compiled if OSX_BUNDLE is defined (I'm doing this via a setting in ProjectBuilder), so if you're building on OS-X using configure + make, you shouldn't see any chance.
1. Do not stop scanning STG files after OBJECT_BASE is found.
2. Load OBJECT_BASE only once.
3. Load OBJECT only when no OBJECT_BASE has been found or when
OBJECT_BASE was found in the same file (probably should be only the
latter, if we constrain OBJECT_BASE always to come first).
4. Always load OBJECT_STATIC and OBJECT_SHARED.
Frederic Bouvier:
First, MSVC 7 bombs when a value greater than 255 is passed to
issomething(), so I copy k to a char (unsigned ) kc before calling
them.
Second, with my french keyboard, and I thing this is the same for
a great number of countries, some characters from the regular ASCII
set can only be get with ALt Gr that appears to be CTRL+ALT.
Especially, I can't select the second engine because '@' is
AltGr+'' nor all because '~' is AltGr+'' (and I have to hit space
after otherwise I can get or that are not used in french) and
FG try to cope with the modifiers.
So, currently, we have to mask out CTRL and ALT modifiers when they
are together. The current bingings don't allow 2 simultaneous to
be declared so it shouldn't break anything.
This has been on my local copy for a while (well tested :-))
It fixes a problem with the auto throttle jumping around needlessly. Adjustments are calculated based on the last calculated autothrottle setting rather than reading the throttle setting from the property tree.
from the rest of the runway lighting. VASI/PAPI lights are generally
always on. Also, the red/white VASI coloring has never worked right.
This is also a step towards fixing that problem.
Here's a new FGSimTurbine module. Changes are:
1. Adds starting and stopping functionality
2. Calculate() now calls other functions, based on the engine's state, which gives more readable code.
Until now turbine engines were always running as long as fuel was available. With this new module the engine defaults to OFF. To start with the engine running, the variable FGEngine::Running must be set to true at sim startup. In FlightGear this is done with --prop:/engines/engine[n]/running=true.
To start the engine (on the ground), first set the starter to ON, i.e. FGEngine::Starter is set to true. In FlightGear this is done by toggling /controls/engines/engine[n]/starter to TRUE. Note that the current FlightGear key binding will not work, as it causes the starter to quit when the key is released. A new key binding is needed, without the mod-up.
When N2 reaches 15% or greater, place the fuel cutoff control to FALSE. This is FGEngine::Cutoff. In FlightGear this is done with /controls/engines/engine[n]/cutoff set to FALSE. The engine will then accelerate to idle. Upon reaching idle, the starter is automatically turned off, and the engine is running. There is presently no FlightGear key binding for the fuel cutoff switch.
To shut off the engine, place the fuel cutoff control to TRUE.
If you shut down the engine in flight it will windmill. To airstart you will need at least 15% N2, just as with a ground start. When you have enough N2, place the cutoff control to FALSE and the engine will restart. Note that if you can't get enough N2 by speeding up, you can get it by using the starter.
The reverser still works, and is controlled in FlightGear with /controls/engines/engine[n]/reverser. With the reverser control on (TRUE), the engine will produce negative thrust in proportion to throttle position, i.e. to get more reverse
thrust, increase throttle.
Here's a new FGSimTurbine module. Changes are:
1. Adds starting and stopping functionality
2. Calculate() now calls other functions, based on the engine's state, which gives more readable code.
Until now turbine engines were always running as long as fuel was available. With this new module the engine defaults to OFF. To start with the engine running, the variable FGEngine::Running must be set to true at sim startup. In FlightGear this is done with --prop:/engines/engine[n]/running=true.
To start the engine (on the ground), first set the starter to ON, i.e. FGEngine::Starter is set to true. In FlightGear this is done by toggling /controls/engines/engine[n]/starter to TRUE. Note that the current FlightGear key binding will not work, as it causes the starter to quit when the key is released. A new key binding is needed, without the mod-up.
When N2 reaches 15% or greater, place the fuel cutoff control to FALSE. This is FGEngine::Cutoff. In FlightGear this is done with /controls/engines/engine[n]/cutoff set to FALSE. The engine will then accelerate to idle. Upon reaching idle, the starter is automatically turned off, and the engine is running. There is presently no FlightGear key binding for the fuel cutoff switch.
To shut off the engine, place the fuel cutoff control to TRUE.
If you shut down the engine in flight it will windmill. To airstart you will need at least 15% N2, just as with a ground start. When you have enough N2, place the cutoff control to FALSE and the engine will restart. Note that if you can't get enough N2 by speeding up, you can get it by using the starter.
The reverser still works, and is controlled in FlightGear with /controls/engines/engine[n]/reverser. With the reverser control on (TRUE), the engine will produce negative thrust in proportion to throttle position, i.e. to get more reverse thrust, increase throttle.
now read the config file out of the individual aircraft directory rather
than the collective Aircraft-yasim/ directory (which is now obsolete.)
This requires a corresponding update of the base package cvs.
$FGROOT/data/Aircraft hierarchy. There could be some long term performance
concerns if a person has a *huge* collection of aircraft or a really slow
file system, but I see zero performance blip here from recursing the default
CVS tree. We should also allow the user to specify the whole path to the
-set.xml file if they don't want to recurse ... this way we could eventually
come up with an aircraft selection dialog box on the front end so the user
could manually walk the tree to the desired aircraft. There also the system
wouldn't have to search for the aircraft.
functions (note to Norman: I looked at the web page you listed and that
looks like a good idea, but I don't have time right now to go through and
debug an entirely new routine. What we have works well enough for now I hope!)
This patch is there to correct a problem that prevent to load static objects when specifying a relative fg-root or a different, relative, fg-scenery. It appears that there is a mix between fg-root, fg-scenery and PLIB's model-dir.
It has been reported on the list that users are not able to see the buildings, especially those running the win32 builds because they run 'runfgfs.bat' that set FG_ROOT=./DATA.
I decided not to use model-dir because it just add confusion and to build a valid path earlier.
Firstly, the search of a given runway number was coming out wrong if the
reverse of the one actually in the database was given, resulting in the AI
plane going to the wrong runway. This was caused by the fact that if the
reverse runway number to the one wanted was matched then revrwyno was
assigned to rwy.rwy_no, whereas actually it was the original runwayno that
should have been assigned.
Secondly, whilst instrumenting the search with couts to see what was going
wrong, I noticed that one runway would come up loads of times. It turns
out that this is because taxiways and the next airport line were loaded in
as the last runway, with only the type changed, in the constructor. Thus
the total number of runway entries for all except the last airport equalled
(no-of-runways + no-of-taxiways + 1). I've changed a couple of lines to
fix this.
[Curt: this was partially fixed last week, but now it should be completely
fixed. Thanks Dave!]
- Ambient is based off the lookup table only.
- Diffuse is based off of the lookup table, but multiplied by a combination
of sun/fog colors.
The result is a bit more ambient light at dusk and night since the world is
never 100% dark. And we still get nice sunset/sunrise colored illumination
of surfaces that are directly illuminated by the sun.
immediate end to glut, only that I'm going through and cleaning up (and
taking inventory of the actual glut dependencies in case I want to investigate
SDL.)
search when loading scenery tiles. (I am not set on using ";" as the
delimiter because it is a command separator in unix, but ":" is a critical
part of the windows file naming scheme (c:\foo\bar) so that is even worse.)
Example:
--fg-scenery=/stage/fgfs04/curt/Scenery-0.9.1/Scenery;/stage/helio1/curt/Scenery
-0.7.9
The Propeller class ignored negative RPM but still returned a torque
value, which ratcheted up a higher and higher negative RPM until drag
overwhelmed the aircraft.
In reality, the propeller should windmill at a reasonable postive RPM,
introducing a constant drag on the aircraft -- the propeller should
*not* stop unless the plane is flying very slowly. That's a future
project.
The jitter is most likely caused by the irregular frame rate and CPU clock dependent intervals. There's no easy way around that. I tried some fancy interpolation and all that -- to no avail.
- Handle rotational interpolation across the "zero" point.
- Bug fixes to the rotational interpolator
- Change intervals for medium term and long term data recorders.
I have added a fledgling replay system that records flight data and control
positions during the flight.
I have added an internal command called "replay" which will trigger a replay
of the entire saved flight data set. This could be bound to a keyboard or
menu command, in fact this entire module is screaming for someone to build
a gui to control playback speed, amount of playback, etc.
This is the initial version so there are kinks that still need to be worked
out, please be patient.
These changes should preserve previous functionality (with the exception of a
couple bug fixes).
Bugs fixed:
- AP no longer resets the error accumulator when switching altitude modes or
just closing the autopilot GUI. It will not be necessary to collect the barf
bags after selecting a new altitude anymore. Makes things much smoother.
- climb_rate calculation in the altitude hold mode included a factor that made
sense for the c172. It is now scaled according to the configuration's target
climb rate.
Additions:
Autothrottle (supports speed control only) is more configurable and accurate.
VerticalSpeed mode added (automatically arms to altitude if flown toward
altitude setting).
Exposed various properties, added new lock properties.
Square the normalized direction acceleration for the y and z axes, so
that turbulence predominantly affects pitch.
Bind to the /environment/turbulence/magnitude-norm and
/environment/turbulence/rate-hz properties in FlightGear.
The current chase view respects heading but ignores roll & pitch. And it follows heading without delay, which makes the viewer behave quite strange. This change makes the chase view feel more natural. You aren't fixed behind the plane, but follow all its movements with a delay.
Erik Hofman:
I've decided not to add the patch to preferences.xml in the base package because something feels funny with that. I think there needs to be some more discussion about it.
clarity:
nav_radial => nav_target_radial (same as selected, except for a LOC)
nav_heading => nav_reciprocal_radial
nav_magvar => nav_twist (it's not always the same as magvar)
nav_heading_needle_deflection => nav_cdi_deflection
nav_gs_needle_deflection => nav_gs_deflection
Added nav_radial back in, but now it shows the current radial from the
VOR, as one would expect. This value also appears in the
/radios/nav[*]/radials/actual-deg property.
This patch exposes the nav_id--Navaid (VOR/ILS) IDs--in the property tree for use in EFIS displays. Both the string and individual integer (char) values are published.
Erik Hofman:
I have converted all sprintf() functions in navcom.cxx into snprintf() for some extra securety.
This patch adds an "interval-sec" property which allows fixing an interval in seconds (or fraction of seconds) for the repeats for emulated axis controls (digital hats) on joysticks.
These patches add a clock instrument, which allows to model failure ("serviceable") and to adjust the time independently of the system time (defaults to GMT). The main incentive is to make the p51d clock work and adjustable via the knob.
o Offers a time string ("12:03:15") for the LCD or for LED
clocks, or an empty string in case of failure/power off. The
instrument assumes that digital clocks are battery buffered,
so they will be updated even if there's nothing on the display.
o Offers the number of seconds since midnight for analog
clocks, like in the p51d. This number is not increased
if !serviceable. So the clock will stand still and continue
where it stopped when it's serviceable again.
I did not consider voltage yet, because the Mustang's clock will need a lot more current than the LCD clock. The instrument is updated 4 times per second but returns immediately if neither time nor offset changed. The function getGMTString() in fg_props.cxx could be removed after applying these patches.
between temperature at altitude vs. temperature at sea level. The dialog
box asked for temperature at altitude which makes sense, but all the
internal crunching expected temperature at sea level. However, it makes no
logical sense to specify the sea level temperature for different layers so
I changed the internal processing to work with temperature at altitude and
then derive an approximate sea level temperature at the end.
If you know the ground temperature, you can just enter this temperature
for the first boundary layer and the system should do the right thing.
/sim/rendering/horizon-effect
toggle sun and moon resizing effect near the horizon
/sim/rendering/enhanced-lighting
toggle enhanced runway lighting on or off
/sim/rendering/distance-attenuation
add distance attenuation to the enhanced runway lighting
etc.
Improved the weather system to interpolate between different
elevations and deal with boundary-layer conditions. The configuration
properties are now different (see $FG_ROOT/preferences.xml).
This version handles a zero fuel load better. I found that if you try to consume fuel from an empty tank, with zero fuel flow, the FGEngine::Starved flag alternates
Normally for smoothest frame rates you would configure to sync
to your monitor's vertical refresh signal. This is card/platform
dependent ... for instance with Linux/Nvidia there is
an environment variable you can set to enable this feature.
However, if your monitor is refreshing at 60hz and you can't quite sustain
that with flightgear, you can get smoother frame rates by artificially
throttling yourself to 30hz. Note that once you are about about 24fps, it
is *change* or inconsistancy in frame rate that leads to percieved jerkiness.
You want to do whole divisors of your monitor refresh rate, so if your
display is syncing at 75 hz, you might want to try throttling to 25 hz.
Melchior FRANZ:
The reason: these models are to be added to the scenery, but the
scenery isn't yet set up at this point. The correct order is:
- set up model_lib (needed by the scenery)
- set up scenery (needed by the model manager)
- set up model manager
- Modified the rpm vs. suction formula to hit much more realistic numbers.
We should be seeing just over 4 inhg at idle and approaching 5 inhg at
full throttle.
slave to a specific frame rate (i.e. 30hz). This is potentially desireable
if you are running on the ragged edge between 30/60 hz ...
It would be nice at some point to make the code a bit more flexible and
configurable so it could be activated from the command line or preferences
file.
to doing random ground cover objects. This is still in it's embrionic
state so don't expect this to do anything useful or interesting yet.
It shouldn't hurt anything though either.
TITLE: Using delete [] versus delete
The extra "[]" warns the compiler that there is a whole array of objects here so that P's destructor must be called on each element of the array rather than just on P itself (which would be equivalent to the first element only).
> > Here's a patch to add manual-pitch control to the propeller in YASim. A new
> > control axis "PROPPITCH" is added. Requires "manual-pitch" boolean property
> > in the "propeller" tag.
> >
> > Tags and Properties to add in order to enable:
> >
> > manual-pitch="true"
> >
> > <control-input axis="/controls/engines/engine[0]/propeller-pitch"
> > control="PROPPITCH" src0="0" src1="1" dst0="0.40" dst1="0.80"/>
> >
> > Note that for the time being, excessively low RPM or excessively high RPM is
> > brought undercontrol by a scaling range defined in the control-input tag
> > (see "dst0" and "dst1" properties).
I have attached some revisions for the UIUCModel and some LaRCsim.
The only thing you should need to check is LaRCsim.cxx. The file
I attached is a revised version of 1.5 and the latest is 1.7. Also,
uiuc_getwind.c and uiuc_getwind.h are no longer in the LaRCsim
directory. They have been moved over to UIUCModel.
What is actually happening is the camera is pointing to the right place (try zooming in), but the camera is also travelling up and down with the nose and it should be staying more steady (in sync with the CG altitude).
Attached is a fix for this. There is still something a little funky going on with the camera, but this solves the biggest problem. You will note that I deleted an unecessary reference to scenery.hxx in the patch.
I split the FGModelPlacement code out into it's own set of source files.
I created two versions of the fgLoad3DModel() routine. One that is
unecumbered by a panelnode dependency and one that is. acmodel.cxx is
the only place that needs to load an aircraft with instrument panels.
model.[ch]xx are now pretty much free to move over into simgear.
loader.[ch]xx should be able to follow closely behind.
This will be a big step towards being able to move the material management
code over into simgear.
the ascii scenery file format has actually worked in quite some time, and the
ADA runway light code has been supersceded by a slightly different mechanism.
requested parameters to determine if this should be an on-ground vs. in-air
start. The problem was that we never defaulted the value to anything so
if we didn't match an in-air condition, we simply inherited whatever value
was there from before.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
maintianed or upgraded in a *long* time so it didn't support many new
features like the runway lighting. If anyone was using it for anything,
it should not be a huge amount of work to switch to the binary format.
SimGear includes a reader and writer for the binary format.
I modified the files in src/Autopilot to add waypoint capabilities to the telnet port.
'set waypoint <WPT>' will set the next waypoint.
'get waypoint' returns one string which is the list of waypoints.
'set waypoint 0' will delete the next waypoint.
appears still to be indicating.
Added a 'caged' property to the AI, for aerobatic work.
Temporarily disabled tumbling due to pitch, until I can learn more
about it.
Publish the current amount of tumble (-1.0:1.0) under
/instrumentation/attitude-indicator/tumble-norm.
Set a random value for a numeric property
Params:
<property> - the name of the property to randomize
<min> - the minimum allowed value
<max> - the maximum allowed value
The one to fg_init.cxx initialises the AI subsystem regardless of whether it's enabled or not so that later enabling by the user doesn't crash it, and the one to main.cxx avoids running the ATC manager and ATC display system unless enabled.
proceed to search for an VOR of that same frequency. On rare occasion
this search could return true with a far distant VOR and cause a small
amount of confusion.
I believe.) :-)
- The height of the navaid was not being properly converted to meters
before being used in our internal calculations. This caused the GS
to be placed too high.
- I was using the wrong trig function to calculate the current approach
angle of the aircraft. The distance to the GS source is the euclidean
point to point distance and represents the hypotenuse (not the ground
distance) so I need to use asin() rather than atan() to calculate the
angle.
- I was calculating distance directly to the GS source, rather than
taking into consideration that the GS transmitter projects a plane,
so I need to take the distance to the line where that plane intersectso
the ground. Previously, the way I modeled my distance calculation, the
GS transmitter effectively formed a 3 degree cone from the source. The GS
transmitter is usually placed a 100 meters or so off the runway edge so
the cone model could never bring you in to the touch down point precisely.
With these changes, the GS will bring you in precisely to the touchdown
point as defined in the default.ils.gz file (it wouldn't before.) The only
issue that remains is that it will bring you in to the elevation defined
in the ILS database, which doesn't necessarily match the DEM/SRTM terrain
at that point. Still on average, this will be a big improvement until we
can do a better job of getting the runway end elevations nailed correctly.
New panels are loaded now
New 3D model gets loaded
Reinitialize more subsystems
Add reinit() to FGFX, sound gets reinitialized
Still a lot needs to be done though.
that after a reset or reposition, several FDM variable were not unbound
correctly and left dangling pointing to unallocated memory. This wasn't
a crash type bug, but those properties then had bogus values. This
specifically prevented the turn coordinator gyro modeling from working after
a reset or reposition.
This is just a port of an old 3D HUD patch to the new view code.
This pans the HUD with the view, by pasting it onto a quad fixed in front of the viewer. It also fixes the awful, arbitrary scaling problems the HUD code has. The old HUD only looks right when viewed at 1024x768 and 55 degree FOV. This works the scale out magically so that it looks right in all views. It also redefines the "<compression-factor>" tag in the ladder to (1) mean compression instead of expansion and (2) have non-psychopathic units (now "1" means 1 degree per degree). Fix this in your existing HUD ladder files before reporting bugs. It's definitely a cosmetic win -- the velocity vector points at the right thing and the horizon lines up properly.
Norman wrote:
I have created a modified version of Andy's patch that implements the 3D HUD as the 'normal' and the 2D HUD as the 'minimal' HUD. < i > and < shift I > keys
I've fixed a bug in FGRunways::search(aptid, tgt_hdg) which wasn't working properly for airports with multiple parallel runways. I've also firmed up and pulled out into it's own function the GetReverseRunwayNo code, and done some input checking.
As a result of fixing the above in runways.cxx, I've pulled out the
parallel implementation in the functions that set position by airport and
heading/runway number in fg_init.cxx and called the runways functions
instead.
ttStandard is copied from ttBerndt, with the following modifications:
1. All turbulence is diminished within three wingspans of the ground.
2. The horizontal forces are used to calculate the moments, but then
zeroed out so that only the vertical force is actually applied to
the aircraft.
3. The yaw moment is not used.
In fact, the horizontal forces and the yaw moment should be allowed,
but they are extremely rare compared to the vertical force and the
pitch/roll moments. For now, simply zeroing them gives the most
accurate feel.
The "switch" layer type now takes any number of child layers, and will
use the first child that has a condition that evaluates to 'true' (no
condition is automatically true). Previously, it could take only two
children, controlled by a boolean property.
for a little while, since it uses different properties. There are
some improvements, especially with searching and range. It also has
its own serviceable and in-range properties, independent of any
coupled VOR.
// search for the specified apt id and runway no
bool FGRunways::search( const string& aptid, const string& rwyno, FGRunway*
r )
there was a bug, in that each runway corresponds to *two* runway numbers
(eg 01/19, 10L/28R) but the function was only checking one. I've modified
it to check the supplied number against both possible numbers for each
runway.
Secondly, I sent in the function:
// Return the runway closest to a given heading
bool FGRunways::search( const string& aptid, const int tgt_hdg,
FGRunway* runway )
a year or two ago now when I first did the ATIS. I'm not sure what I was
doing at the time (copied most of it out of fg_init.cxx) but I don't think
it's ever worked, so here's a brutal modification that does!
FGExternalPipe is destructed.) This leaves the name pipe hanging around
even after flightgear exits, but assuming we put the files in /tmp that
shouldn't be a big deal.
ExternalNet interface:
- allows a much more closely coupled execution. A remote network FDM will run
at it's own rate, and maybe a particular data packets will come, maybe it
won't. This makes it very hard to control timing and keep the animation
smooth. There are also cpu scheduling issues with running multiple
processes on a single machine. The linux scheduler by default runs at
100hz. If an FDM process uses a sleep/alarm system to avoid wasting
CPU, it will be forced to run at 100hz, 50hz, 25hz, 20hz, etc. This
makes it *impossible* to serve a display system running at 60hz without
dropping frames.
- the downside is that the FDM process must now run on the same machine as
the master flightgear process.
arrays of insufficient size are allocated in prop_picker.cxx ( size()
don't count the null char ) and strcpy is writing outside the allocated
array. A patch follow.
I've updated the instrument modulator code to allow tricks like the one
described by Andy. It is now possible to define <min>, <max> and
<modulator> in one layer and if <min> and/or <max> ore within the range
of the <modulator> tag, their value will be honoured.
So, if you define
<layer>
<min>0</min>
<max>50</max>
<modulator>100</modulator>
</layer>
The value will stay at 50, until the modulator forces it back to 0.
- NED and UVW are working correctly
- knots is giving true airspeed instead of calibrated airspeed
- mach is not working at all
This desperately needs a trimming routine.
earlier, before fgInitSubsystems().
Modify fgInitPos() so that the plane is not automatically aligned with
a runway when an airport is the reference point unless (a) a runway
was explicitly requested, or (b) the plane is on the ground with no
offset distance specified. To set up the plane lined up on an
approach to a runway, use something like
fgfs --airport=CYOW --runway=32 --altitude=300 --offset-distance=0.5
This way, it's possible to specify a starting position relative to an
airport without getting snapped onto a runway approach (unless you
want to be).
better scheme.
While it's true that the actual ILS indications are unreliable when
far off the approach path, the ILS is not out of range -- you can
still ident it (an essential part of any approach procedure), and the
indicator will usually be doing something, however bizarre. The
current scheme did not allow the user to ident the ILS until
practically on the approach path.
04Feb. Actually been running since the beginning of January with these
patches. All changes work without crashing with the current base package cvs,
but there are some visual problems with the views (other than pilot view)
without changes to the base package.
As soon as you can build test and commit I can add in those base package
updates that will make it all work nicely. I will also go through all the 3D
Aircraft configs to make sure the change in the "pitch-offset" for cockpit
views (see below) are made to maintain current behavior.
Here are the files (changes listed below):
http://www.spiderbark.com/fgfs/viewerupdate.diffs.gzhttp://www.spiderbark.com/fgfs/viewerupdate.tar.gz
Here are the two modifications I had to make to get flightgear (just
updated from CVS) to build. The first one is for being able to specify
SimGear's location at the ./configure command line, and the second one
is to be able to link.
Here's a change to the GUI property picker I did a few weeks back.
It makes the values in the property pick 'live' (and also re-factors
the picker code to use less arrays, this should be obvious from the
diffs). A good demo is to open up the engine node and observe the rpm,
cylinder head temp, oil pressure and so on while playing with the
throttle and airspeed. It's pretty rough (some rounding of digits would
help) but useful for testing (at least I think so). I'm not sure about
the performance implications either, but it seems fine for me.
All logs and log entries are now disabled by default, unless
explicitly enabled by an 'enabled' property. This works much more
intuitively with the GUI dialog.
the whole electrical system. We will also need a mechanism to kill
individual suppliers (such as the alternator), but this is good enough
for most training.
if the station is too far away. Instead, simply return the closest station.
All the code that searches navaids does it's own range checking anyway.
This will make the navlist query functions a bit more useful for other
types of functionality where you may need to lookup a station without
consideration of range (i.e. presetting your position relative to a navaid.)
a spinning gyro.
Changed FGInstrumentMgr to inherit from FGSubsystemGroup, greatly
simplifying the (already simple) class. I should probably rename this
to FGInstrumentGroup or something similar, but not today.
Added the gyroscopic turn indicator (part of the TC).
hemisphere the distance is positive, if you are in the departure hemisphere
the distance is negature. (Possible use for graphing approach distance
vs. glide slope or cdi.)
Fix memory leaks (PUI doesn't make copies of lists, so we have to make
our own copies and keep pointers to them).
Adjust for new method names in NewGUI.
Move the GUIInfo struct into the cxx file so that it's not part of the
public interface.
Fix memory leaks (PUI doesn't make copies of lists, so we have to make
our own copies and keep pointers to them).
Adjust for new method names in NewGUI.
Move the GUIInfo struct into the cxx file so that it's not part of the
public interface.
(I thought I'd slip this in along with David's change to the default menu
configure option. I believe that will cause a new config.h to be generated
which will cause a near complete rebuild of FG (as will this globals.hxx
change) so it shouldn't cause additional grief to have these happen at the
same time.)
menubar. This one allows regular command bindings, with the
(temporary) condition that every menu item must have a unique text
label. The new menubar is disabled by default; to enable it,
configure --with-new-menubar.
input bindings. They will work only with the latest CVS; otherwise,
./configure will disable them. There is a new command, 'script',
which takes a single argument, also called 'script', containing PSL
code (currently PSL requires a main() function).
Erik Hofman has written some more elaborate code for triggering PSL
code from drop-down menus and scheduling events; I will look at
integrating that next.
and property-multiply:
Firstly, change back to wrapping modulo the interval, with "min <= x <
max" semantics. I believe the previous implementation did that. The
inline function that Norman mentioned also does that.
Secondly, make it snap to the nearest value (min + N*resolution) when a
"resolution" tag is present, taking special care of floating-point
precision. Or perhaps specify "number of divisions in the interval" as
an integer, instead of "resolution" by which I meant a floating-point
"size of a division".
[also fixed]
While working on this file I noticed some potentially serious warnings:
fg_commands.cxx: In function `bool do_property_adjust(const
SGPropertyNode*)':
fg_commands.cxx:435: warning: control reaches end of non-void function
fg_commands.cxx: In function `bool do_property_multiply(const
SGPropertyNode*)':
fg_commands.cxx:465: warning: control reaches end of non-void function
/usr/local/include/simgear/misc/props.hxx: At top level:
fg_commands.cxx:600: warning: `bool do_presets_commit(const
SGPropertyNode*)' defined but not used
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.
I've added a seperate JSBSim patch for the JSBSim source tree.
experimental lighting rendering (which is very expensive on my
machine, for example). To use distance attenuation,
/sim/rendering/distance-attenuation must also be true.
It adds a command line options to enable/disbale distance attenuation
using a property rather than using a #define inside the code. It also
adds a small change for systems that don't support the OpenGL extension,
so that the lights *do* fade away as they get furher away but they don't
get smaller in size.
property-adjust.
Modified property-adjust and property-multiply so that they always
work with double values, to simplify the code.
Factored out some common code.
Added a 'mask' argument to the property-adjust and property-multiply
commands. If mask is set to "all" (the default), then the command
works as before; if mask is set to "integer", it works only to the
left of the decimal point; and if mask is set to "decimal", it works
only to the right of the decimal place. This functionality is useful
for tuning VHF COM and NAV radios.
Ensure that if a condition for a panel mouse binding fails, other
bindings for the same area will have a chance to run.
Add a repeatable flag for panel mouse bindings (defaults to true).
- dialog-open
- dialog-close
- dialog-update
- dialog-apply
The last two can copy a value from a property to a GUI field or
vice-versa either individually or across the whole dialog.
really useful unless we simultaneously change the per-iteration deltas
to be smaller. Add another pseudo-tunable to control the speed with
which we change values across iterations. As it turns out, this is
much more effective than the threshold tunable. It does come at the
cost of lower solution performance, however.
I wrote:
> I can confirm this. Layers on the 2D panels (but oddly, only the 2D
> panels) aren't drawing over the background with the current ATI
> drivers.
OK, this turns out to be a trivial fix, although I still think it's a
driver bug. There are two calls to glPolygonOffset in the panel
rendering code (shared by both 2D and 3D panels). One is called
per-layer, and sets up a layer-specific offset. The other is called
for drawing the background textures, to lift them off of any
underlying cockpit geometry.
I was using different "factor" values for each, incorrectly. Patch
attached. It was affecting only 2D panels because the 3D ones don't
use background images.
Problem is, by my reading of the specification the bug should have had
the effect of pushing the background texture *farther* behind the
instruments, instead of pulling it on top of them. Either I'm reading
the spec incorrectly or ATI has inverted the sense of the factor
argument. Dunno, I'll submit a bug report to them and see what
happens.
Link the standalone executable against the source files explicitly rather
than libYASim, as the Irix linker can't handle the unneeded dependance on
other parts of FlightGear.
isn't well-constrained by the solution process is the drag-vs-aoa curve.
The default value that YASim picked was very steep, and resulted in most
of the jets flying their approaches *way* behind the power curve. This
changes the default to be more forgiving, and adds an "idrag" tunable
to the configuration file for tweakers.
Also, change the default gear springiness to be less stiff.
Changed steering to use the rudder command rather than the rudder
position. During taxi, the rudder trim shouldn't affect the steering
in any serious way.
This should be configurable in the aircraft file, since not all
aircraft use the rudder pedals for ground steering.
[In FlightGear, this may make it easier to taxi straight.]
I have updated the lighting code to use fog to try to fade the runway lights
in smoothly, but still keep them from being visible until you are about 7-10
miles out, and then only have them be very faint at first. I think what I
have is a bit nicer than before since it completely avoids the "popping" effect,
but I've very open to tweaking the actual ranges based on people's real
world experiences.