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From: Friedrich B. <fri...@gm...> - 2017-06-14 20:20:49
|
Hi Pierre, could you run the app from the dmg bundle from a terminal? I.e. when you installed it on the desktop, you could do the following in the terminal: cd ~/Desktop ./crrcsim.app/Contents/MacOS/crrcsim You should see a log like this: |
From: Friedrich B. <fri...@gm...> - 2017-06-14 19:41:29
|
Hi Pierre, thanks for testing the bundle on Sierra! It seems that you have macports and xcode already installed. Could you maybe try to build crrcsim on Sierra? You can follow the instructions here: https://sourceforge.net/p/crrcsim/code/ci/default/tree/documentation/Install_MacOS.txt Regards Friedrich > Am 14.06.2017 um 11:00 schrieb Pierre Marty <p....@me...>: > > Of course, if I can help in any way don’t hesitate… > > Regards > > -- > Pierre Marty > www.alpeslog.com <http://www.alpeslog.com/> > > > > > > > >> Le 14 juin 2017 à 10:58, Pierre Marty <p....@me... <mailto:p....@me...>> a écrit : >> >> Hi, >> >> Joël Lienard (a club mate) told me you have build a Macintosh bundle for crrcsim. >> >> I have tested the bundle on an iMac with OSX 10.12.5. >> It crashes just after displaying a back screen :-( >> >> I have attached the crash log. >> >> On this Macintosh I build version 0.9.12 last year with XCode 7 and OS10.11 (El Capitan) using MacPorts, but I was not able to build the bundle (I launch it with ./crrcsim). >> cf http://alpeslog.com/compilation-crrcsim-sous-osx-el-capitan <http://alpeslog.com/compilation-crrcsim-sous-osx-el-capitan> (in french) >> >> It is still running with OSX 10.12 >> >> Best regards, >> >> -- >> Pierre Marty >> www.alpeslog.com <http://www.alpeslog.com/> >> >> >> >> >> <crashlog.txt> >> >> >> >>> Le 14 juin 2017 à 08:53, Joël Liénard <joe...@la... <mailto:joe...@la...>> a écrit : >>> >>> Bonjour Pierre >>> >>> Peut-être serais-tu intéressé à tester cela >>> >>> Joël L. >>> >>> >>> -------- Message transféré -------- >>> Sujet : [Crrcsim-devel] crrcsim 0.9.13 for MacOS bundle (Tested on El Capitan 10.11.6) >>> Date : Tue, 13 Jun 2017 15:12:09 +0200 >>> De : Friedrich Beckmann <fri...@gm...> <mailto:fri...@gm...> >>> Pour : slo...@us... <mailto:slo...@us...> >>> Copie à : crr...@li... <mailto:crr...@li...> >>> >>> Hi Jan, >>> >>> please find attached the MacOS dmg bundle which contains the crrcsim 0.9.13 version (plus the last two commits which >>> made it work on MacOS, i.e. at commit 1fc598). This bundle is based on El Capitan 10.11.6 and it might work on other >>> MacOS Versions also - but I have not tested on other MacOS Versions. Feedback from other MacOS users with different >>> MacOS version is welcome. >>> >>> http://www.hs-augsburg.de/~beckmanf/public/crrcsim-macosx-0.9.13.dmg <http://www.hs-augsburg.de/%7Ebeckmanf/public/crrcsim-macosx-0.9.13.dmg> >>> >>> Regards >>> >>> Friedrich >>> >>> >>> >>> >>> <Portion de message joint.txt><Portion de message joint.txt> >> > |
From: Friedrich B. <fri...@gm...> - 2017-06-13 13:12:26
|
Hi Jan, please find attached the MacOS dmg bundle which contains the crrcsim 0.9.13 version (plus the last two commits which made it work on MacOS, i.e. at commit 1fc598). This bundle is based on El Capitan 10.11.6 and it might work on other MacOS Versions also - but I have not tested on other MacOS Versions. Feedback from other MacOS users with different MacOS version is welcome. http://www.hs-augsburg.de/~beckmanf/public/crrcsim-macosx-0.9.13.dmg Regards Friedrich |
From: Friedrich B. <fri...@gm...> - 2017-06-06 22:34:51
|
Hi, thanks for your nice flight simulator software! I added a Merge Request to add MacOS build support and fix some minor problems which stop compiling and running on MacOS. See: https://sourceforge.net/p/crrcsim/code/merge-requests/1/ Thanks! Friedrich |
From: Jens W. W. <je...@gm...> - 2016-04-23 11:22:09
|
Hello user, for questions about CRRCSim, please subscribe to crr...@li... at https://sourceforge.net/p/crrcsim/mailman/?source=navbar and post your questions to that mailing list. > Thank you for your reply. > I would like to ask you a few questions regarding Crrcsim: > > -Do you have a user manual or tutorial because I could not find any online. > > -How can I fly the model by using just the keyboard? > > -How do I set the controls and commands because the plane quickly crashes? We used to have a wiki, but it is not available anymore. Parts of it can be found by using the wayback machine: https://web.archive.org/web/20110718202304/http://crrcsim.berlios.de/wiki/index.php Please download the latest .tar.gz: https://sourceforge.net/projects/crrcsim/files/ unpack it and point your browser to the included file documentation/index.html. This should answer most of your questions. Take a look at the menu that CRRCSim provides. > -What are the steps for simulating my own aircraft? > > -How do I define the aircraft configuration file? The index.html above will help in this regard, too. Also take a look at http://www.jwwulf.de/en/flying/crrcsim/offer.htm Best regards, Jens |
From: <luc...@li...> - 2016-04-13 20:25:27
|
Dear all, The new version 0.9.13 has been released today. The source tarball and a WIndows installer can be found here: https://sourceforge.net/projects/crrcsim/ Release Notes for CRRCSim 0.9.13 -------------------------------- - Internationalisation: added translation in Czech. - Various improvements/fixes/new features to the aircraft aerodynamics and windfield models: - fixed airmass rotation effect (e.g. thermals) - added flap non linear effect & spoiler pitching moment - improved propeller simulation - added a realistic wind turbulence model based on MIL-HDBK-1797, setup in wind dialog. - New models: - Graupner/Tangent Pilatus B4 2.6m - Generic F3F glider, with realistic aerodynamics - Sebart Angel S30E electric aerobatic model - Option to load model's mixer setting, if defined - Scene/airplane rendering and graphics development: - added anti aliasing - resizing of windows reactivated for Win32 version - added "smart camera" mode - added 3D wind vector visualisation option, toggled by View menu or W key - much improved realism of shadows (airplane and scene objects) and sun light - sun position & haze now defined in scenery file - added model view window, toggled by M key - improved treatment of translucent and partially translucent objects in scene (e.g. trees) - new "population" tag to distribute objects in the scene - fixed most airplane models and scene object 3d files (normals and degenerated surfaces) - New scenery: Simple woods, a simple "urban slope" scenery - F3F mode: optionally shows the planes of the bases for easier identification of model position. - New F3A mode. - Others bug fix Luca |
From: Jens W. W. <je...@gm...> - 2016-04-03 19:24:31
|
Hi Luca, thanks for your commits. I only did a quick test, but my system (ubuntu 12.04) told me: Error loading texture textures/outhouse.rgb: RLE encoded SGI files are not supported. So I had to revert the file to 9a8a27ad7033 to make it run again. Your changes (trees, shadows) are appealing! > Again, I kindly ask if there is any chance to define a new official release for those who do not dare to download the source and compile it. > I can prepare the window installer, if that helps. You are right, a new release would help, especially as far as windows is concerned. I have never made a release on sf myself...but I just gave made you a "release technician", so you can create those release files on sf yourself. Thanks a lot, Jens |
From: <luc...@li...> - 2016-04-02 21:59:48
|
Dear CRRCsim developers, I've just pushed a large set of updates, mostly dealing with the graphics and the visual rendering. Below you will find a brief summary of the most relevant of them. Again, I kindly ask if there is any chance to define a new official release for those who do not dare to download the source and compile it. I can prepare the window installer, if that helps. Best regards and happy flying with CRRCsim. Luca RECENT DEVELOPMENT 1) Treatment of translucent objects in the scenery In model-based scenery translucent objects were not rendered properly: try flying behind the trees in "Davis field" scenery. Now using GL_ALPHA_TEST the (almost) fully transparent parts of the objects are correctly rendered as transparent. To help controlling the most appropriate behaviour a new attribute "translucent" is introduced. Its use is descibed in the updated documentation file "scenery03.html". A further example of the new treatment of translucent object (again trees) can be found in the new scenery "Simple woods". See below. 2) New "population" keyword in model-based scenery description Related to previous work and to the creation of the new "Simple woods" scenery, this allows to define a population of objects (e.g. all the trees in a woods) distributed in a matrix. To improve realism object's distribution and size may be altered with Perlin noise (a functionality which was available in PLIB). 3) Model-view window I have adde a model view window, that may optionally appear on the top left corner to alwasy show a close-view of the model. This is a typical feature of most simulators and greatly enhances visual fedback when flying far from the pilot. It allows to reduce (or completely switch-off) the autozoom, thus allowing a larger field of view and better feeling of airplane's position in the scene (the biggest handicap of the simulator, in my opinion). Model view window is toggled with "M" key in either off, on or auto mode. If set in Auto mode it will only appear when the apparent size of the real model is getting smaller then the size of the model in the close view. The cost in terms of FPS rate is minor. 4) Dynamic casted shadows By far the largest improvement in terms of coding is the implementation of a new "shadow volume" algorithm which finally produces true shadows, which changes depending on the orientation of the model with respect to the light source, and even take in account control deflections! It was very much a personal challange and I'm quite happy to have achieved it, especially because, at the end, the new algorithm runs most of the time at an equal or faster FPS rate than the old one! After having implemented the shadows for the airplanes (including robots) it was only a matter of a bit of restructuring to use the same functionality to optionally cast shadows from (fixed) scenery objects as well. To this end the attribute "shadow" can now be used in the scenery description. See for example the updated Davis and Simple scenery and the updated documentation. The new algorithm requires a correct definition of model geometry: most of the existing models needed fixes to remove degenerated surfaces and to properly orient some face normals. It is very likely that these problems were also the cause of artifacts sometimes appearing with the old algorithm too. Now all models included in the distribution are ok, and nicely cast proper shadows. Take a look at some of them while taxing on the grass or flying by.. Only when flying the most detailed models (e.g. Crossfire) or when looking at several objects casting shadows does the FPS rate reduces (but never dramaticlly) compared to the old code. 5) New and revised sceneries Davis and Simple model-based sceneries have been updated to have objects in the scene casting shadows plus some color changes in Simple. Additionally I recognised that in Simple the use of a highly-detailed airplane model (Gap65) as a terrain object caused a dramatic slow-down of the rendering if the real airplane model was coming close (due to the cost of the height-of-ground computation). To avoid the problem I moved the model on the table and made it non-terrain. The new "Simple woods" scenery is derived from Simple but adds a small woods of trees (defined using the "population" keyword) and move the launch point close to it. This was done to create a kind of urban-slope to be used for flying DLG airplanes. Given the large number of objects (trees) and the costly rendering of translucent objects the FPS rate reduces considerably when flying in front of the woods, but the game is still running quite ok and remains perfectly flyable. 6) Slow-motion Finally, I've added a slow-motion function which is toggled on/off with the space bar. Once on, the actual time ratio can be tuned with "<" and ">" from 150% to 300%. I believe this is an handy feature when learning flying or aerobatics. Of course you can also practice F3F race in slow-motion, and still get an appropriate timing. |
From: <luc...@li...> - 2015-03-21 14:05:01
|
Dear Jens, tmany hanks you for your comments. Concerning propeller thrust, you are right: the proposed correction to the thrust looks to be excessively pessimistic and I also struggled setting up the Angel and had to use a > 1 scaling factor. The good news is that nothing fundamental was changed in the code (the fixes to downthrust and prop location, the addition of right thrust and of P-factor are totally independent) so that the best thing is just to go back to the original formula. I have just pushed this mod, along with the appropriately revised Angel model definition. Concerning the fact that model seems to hover above the ground this comes from a few factors, but to me is not due to any bug in the updated shadow: - the volume shadow was already implemented with some approximation so that details like the landing gear do not project any shadow (the shape of the shadow is always as if sun was "from the top") . As a result, although the shadow is properly positioned you might have the impression of hovering because shadow's shape is not the true one. This is more so if the sun is not "from above". - in the standard "little cloudy box" the sun is at a very low elevation (25 degrees) so that the above problem is exacebated and furthermore the shadow are very elongated and displaced laterally from the objects, which also contribute to the impression of hovering. However, you can easily change sun's elevation to, say, 50 or 60 degrees and you will see that the strange impression is reduced because the shadow will be more directly below the model (and more exact in shape). One possible "fix" would be to prepare a new "little cloudy box" default skybox with a more appropriate sun location. - the previous implementation of the shadow was not correct, so that the shadow was (wrongly) directly below the airplane (and maybe somewhat toward the tail) independently of the relative position of the airplane with respect to the sun. Thus the hovering impression was not there. Finally, I've never seen the problem with Angel's shadow that you showed me. I also tried running CRRCSim on linux rather than on windows and it all worked well. Could you please tell me if you observed the problem just with the Angel (model bug) or others as well (shadow bug) ? Is it always happening or just seldom or under any special circumstances ? Kind regards, Luca >----Messaggio originale---- >Da: je...@gm... >Data: 14/03/2015 21.16 >A: "luc...@li..."<luc...@li...> >Cc: "crrcsim-devel"<crr...@li...> >Ogg: Re: [Crrcsim-devel] New developments pushed > >...forgot to mention this: I expect the quadrocopter to hover when >given half throttle and it has been like this before. I don't have >time to read and understand the refined propulsion model you >implemented, so I'm unable to fix all airplanes/helis/quadrocopters to >behave like they did before (or at least similar). > >Please don't get me wrong: I appreciate having an enhanced propulsion >model, but people will find their models will behave "wrong" when >using it. One possibility would be to change all of them (which means >lots of work and peoples unpublished ones are still wrong). Another >would be introducing a switch (kind of version number?) which needs to >be turned on in a model definition file to make use of the enhanced >propulsion model. So old airplanes will still use the old model, new >ones (like your sebart) can make use of the new one. > >Best regards, >Jens > |
From: Jens W. W. <je...@gm...> - 2015-03-14 20:16:57
|
...forgot to mention this: I expect the quadrocopter to hover when given half throttle and it has been like this before. I don't have time to read and understand the refined propulsion model you implemented, so I'm unable to fix all airplanes/helis/quadrocopters to behave like they did before (or at least similar). Please don't get me wrong: I appreciate having an enhanced propulsion model, but people will find their models will behave "wrong" when using it. One possibility would be to change all of them (which means lots of work and peoples unpublished ones are still wrong). Another would be introducing a switch (kind of version number?) which needs to be turned on in a model definition file to make use of the enhanced propulsion model. So old airplanes will still use the old model, new ones (like your sebart) can make use of the new one. Best regards, Jens |
From: Jens W. W. <je...@gm...> - 2015-03-14 20:02:34
|
Hi Luca, I just grabbed my transmitter to give your changes some more minutes and noticed two regressions: - thrust for quadrocopter model is far less than before, now its neither realistic nor fun - models seem to hover above ground (judging from shadow) Those changes should not be part of a new release (until those are fixed, of course). Best regards, Jens |
From: Jens W. W. <je...@gm...> - 2015-03-14 19:35:22
|
Hi Luca, thanks for your contribution. > At the end I spent a lot more time working on CRRCSim development > rather then on improving my piloting ability, which was the original > aim... It was just like this when I started working on CRRCSim...however, I guess my programming/using ratio was far worse than yours ;-) > One further comment is about issuing a new release of CRRCSim: the > last is now three years old and is missing a lot of significant > upgrades. It would be nice if anyone of the project administrator will > have the time to do it. Sorry, I don't have time plus I don't have a working toolchain to compile a windows binary. I just pulled your changes, compiled them (a fix was needed for cmake compilation, I already pushed the changeset) and tried your Sebart. It looked buggy here, I'm sending screenshots directly to your adress. Best regards, Jens |
From: <luc...@li...> - 2015-03-13 22:41:48
|
Dear CRRCsim developers, I've just pushed quite a large number of updates concerning: - a new powered aerobatic model (Sebart Angel S30E), - fixes and updates to propeller modeling, - a new F3A "game" mode, - a new "smart camera" camera mode, - and a few nice improvements to scene rendering (corrected lighting and shadow, user defined sun position, lense flare effect, fog effect). The following two videos show some of the improvements: https://vimeo.com/121510640 https://vimeo.com/121598832 It all started when I wanted to create a model of my new aerobatic airplane, the Sebart Angel S30E, and practice aerobatics. I felt that the visual feedback was a bit of a weak point and started some effort to try improve it. At the end I spent a lot more time working on CRRCSim development rather then on improving my piloting ability, which was the original aim... Those of you who wish to get more info about the updates may read the following notes. One further comment is about issuing a new release of CRRCSim: the last is now three years old and is missing a lot of significant upgrades. It would be nice if anyone of the project administrator will have the time to do it. Any chance ? Luca ----------- F3A GAME MODE ============= This is not really a game but rather a mode where a user defined grid is drawn in the sky to help checking airplane's trajectory. You can also select to display both the trajectory in 3d space (gray line) and the trajectory projected on the grid plane (red line). When flying negative g's the trajectories are dashed. You can further activate two instruments showing respectively airplane's bank angle and airplane's CG trajectory angle to the horizontal plane. SMART CAMERA MODE ================= With "smart" camera mode I tried to get a better feedback about airplane's position in the sky. The idea is the following: - define a rectangular region of the sky, in terms of range of azimuth and elevation. - when the airplane is in the center of the region it will appear in the center of the window. - when the airplane moves toward the top of the region it will also move toward the top of the window (minus some margin) and similarly when it moves toward the bottom of the region. - when the airplane moves towards the left margin of the region it will also move toward the left of the window (minus some margin) and similarly to the right. - when the airplane moves beyond the edge of the region the window "moves" following the airplane, which thus remains close to the window's edge. Thus the position of the airplane in the window gives a feedback of the airplane's position in the sky, which is not the case when the airplane stays in window's center, as in standard mode. The definition of center and extent of the sky region is done in one of two ways: - if a game mode is active (F3F or F3A) then CRRCSim (or better the game handler) knows exactely which is the region of the sky where the airplane should fly (the area between the two basis in F3F mode, the area of the grid in F3A mode). - if no game mode is selected then the region (center and extent) is constantly estimated and updated based on the history of the last few minutes of flight, thus a precise region is identified if the ariplane is mostly flying back and forth in one area of the sky. The fraction of the windows (minus some minimum margin) which is mapped to the sky region can be selected in the "video" dialog: a value of 0 switch smart mode off, while a value of 1 allow to move the airplane around most of the windows. Give it a try and decide yourself if it is worth using, in place of the standard mode. LIGHT & SHADOW IMPROVEMENT ========================== I noticed that the lighting of the airplane model (in fact of any object in the scene) was not consistent with the definition of directional light source (the sun). Additionally the model's shadow on the ground (in volume shadow mode) was not projected properly so that the overall scene was looking unreal. This was caused by a few bugs which have been fixed, so that now light and shadow are consistent and, as a result, contribute to a more realistic visual feedback. In the process I've also added the following features: - the position of the sun can be defined in the scenery description file. For a given scenery, each sky option can have its own settings. >>> This means that all Joel Lienard's nice photorealistic sceneries can now be configured to match the sun position appearing in the pictures. - the colour and the intensity of the sun light (and of ambient, i.e. non-directional light, as well) can also be defined, again to better match the sky box pictures. - opengl fog effect has been added, to (optionally) simulate haze effect. The colour and density of the haze can be defined for each scenery's sky. Of course the fog is not superposed to skybox pictures, just to objects (including airplane model) appearing in the scene. - the nice PLIB's "lens flare effect" has been added, to render the effect of the sun through the lenses when the sun appears in the window. This gives another nice touch of realism when flying. The effect is on by default but can be turned off if the sky has dense clouds and it would thus be inappropriate (e.g. in "Dome of thunder" sky option for Cape Cod scenery). The lense flare effect is available for both sky box and sky dome. - in the standard "little sky box" the sun appeared to be in a somewhat strange NW azimuth; I renamed the pictures so that now the sun is at a more reasonable 210° azimuth (SW). - all standar sceneries have been updated with appropriate sun position and a slight haze effect. See, e.g. the "simple" scenery with any of the sky option. PROPELLER MODELLING =================== Fixed bugs concerning the effect of propeller's position and downthrust, and in the process added the following as well: - also rightthrust can now be specified. - added a simplified model of the P-factor effect. - added option to set rotation direction and set clock wise direction (seen from the cockpit) as the default one (as usual on rc-model). This affects torque induced roll. - added an empirical static thrust correction factor (taken from Gabriel Staples work, http://electricrcaircraftguy.blogspot.it/2014/04/propeller-static-dynamic-thrust-equation-background.html) to try better match real-life performance. - since it seemed that the empirical factor was somewhat too strong in reducing the thrust, I also added optional user defined "tuning" factor in the propeller's definition to tune: static thrust, flying speed, absorbed power and P-factor. A factor to tune torque effect was already present. I quickly checked that helicopter and multicopter were still working properly, and updated the power documentation. AIRPLANE MODEL ============== Airplane model definition can now include, in addition to a launch default, a mixer default as well. Mixer default can be automatically loaded and applied similarly to the launch default. This is very handy when changing from one model to the other, since each model may require its own mixer's settings. At present only a few airplane models include a mixer default (e.g. Wasabi, Angel and Generic_F3F). Finally I've added a model of the small electric aerobatic aircraft Sebart Angel S30 E, plus the relevant engine, propeller and battery definitions. I've tried to match the real behaviour as much as possible but some tuninig is still required. Anyway, it is a nice new model to fly with. That's all, Happy flying. |
From: Jan R. <slo...@gm...> - 2013-12-01 10:28:19
|
On 29.11.2013 21:36, Jens Wilhelm Wulf wrote: > Hello, > > I just committed some lightly tested code to our code repository. It > enables anti aliasing, but you have to tweak the configuration file to > turn it on: set video.multisamples in crrcsim.xml to one of 1,2,4,8,16 > in order to turn it on. 0 means off. > Hello Jens, it works for me and looks beautiful in 1920x1080 fullscreen with 16x multisampling. At first CRRCsim seemed to be a bit picky about selecting resolution/fullscreen/multisampling settings that work, and always defaulted to a windowed 640x480 setup. But since I selected fullscreen inside CRRCsim and saved my configuration it directly works after startup. My current setup: <video enabled="1" multisamples="16" color_depth="16" fps="60"> <skybox texture_offset="0.0009" /> <fullscreen fUse="1" /> <zoom field_of_view="35" autozoom="0.050000001" /> <camera sloppy="0" /> <resolution> <window x="640" y="480" /> <fullscreen x="1920" y="1080" /> </resolution> <textures fUse_textures="1" fUse_mipmaps="1" /> </video> # glxinfo | more name of display: :0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.4 Best regards, Jan R. |
From: Jens W. W. <je...@gm...> - 2013-11-29 20:36:20
|
Hello, I just committed some lightly tested code to our code repository. It enables anti aliasing, but you have to tweak the configuration file to turn it on: set video.multisamples in crrcsim.xml to one of 1,2,4,8,16 in order to turn it on. 0 means off. It benefits the display of slender gliders a lot! Link regarding implementation: http://www.sdltutorials.com/sdl-opengl-tutorial-basics I had some stability problems on my system (linux, intel graphics) at first, but now it seems to be ok. Details: At once graphics seemed to hang, then continued with very slow frame rate. dmesg said: [drm:i915_hangcheck_hung] *ERROR* Hangcheck timer elapsed... GPU hung [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state Xorg said: [ 4680.823] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 4680.823] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. Links: https://bugs.launchpad.net/ubuntu/+source/xorg/+bug/1160256 https://bugs.launchpad.net/ubuntu/+source/xorg/+bug/1234100 https://bugs.launchpad.net/ubuntu/+source/linux/+bug/946899 https://bugs.launchpad.net/ubuntu/+source/linux/+bug/1140716 http://forum.ubuntuusers.de/topic/error-hangcheck-timer-elapsed-gpu-hung-sony-va/ Maybe passing "i915.i915_enable_rc6=0" helped in my case. Best regards, Jens |
From: Jens W. W. <je...@gm...> - 2013-05-20 18:53:08
|
Hello everybody, sourceforge did some site updates, which includes access to the source code repository -- please change your .hgrc file. Old style: default = http://crrcsim.hg.sourceforge.net:8000/hgroot/crrcsim/crrcsim default-push = ssh://LOG...@cr.../hgroot/crrcsim/crrcsim New style: default = http://hg.code.sf.net/p/crrcsim/code default-push = ssh://LOG...@hg.../p/crrcsim/code Best regards, Jens |
From: <luc...@li...> - 2013-02-10 23:17:45
|
Grazie Tommy, I'm really not an expert with Make & Co... Hopefully it's all ok now (added missing items to src/gui as well as src/mod_landscape) Ciao. Luca ----Messaggio originale---- Da: sou...@to... Data: 09/02/2013 19.41 A: "luc...@li..."<luc...@li...> Ogg: Re: [Crrcsim-devel] R: Bugreport - latest src compilation Ciao Luca! tutte bene? There are a couple of other build issues I'm having with a raw checkout, https://launchpadlibrarian.net/130840254/buildlog_ubuntu-precise-i386.crrcsimhg_0.13.040_FAILEDTOBUILD.txt.gz /build/buildd/crrcsimhg-0.13.040/src/GUI/crrc_gui_main.cpp:897: undefined reference to `puaImageFrame::puaImageFrame(int, int, int, int, ssgTexture*)' src/GUI/libGUI.a(crrc_location.cpp.o): In function `CGUILocationDialog': /build/buildd/crrcsimhg-0.13.040/src/GUI/crrc_location.cpp:197: undefined reference to `puaImageFrame::puaImageFrame(int, int, int, int, ssgTexture*)' src/mod_landscape/libmod_landscape.a(model_based_scenery.cpp.o): In function `ModelBasedScenery': /build/buildd/crrcsimhg-0.13.040/src/mod_landscape/model_based_scenery.cpp:218: undefined reference to `HD_SsgLOSTerrain::HD_SsgLOSTerrain(ssgRoot*)' /build/buildd/crrcsimhg-0.13.040/src/mod_landscape/model_based_scenery.cpp:210: undefined reference to `HD_TabulatedTerrain::HD_TabulatedTerrain(ssgRoot*)' src/mod_landscape/libmod_landscape.a(hd_tilingterrain.cpp.o): In function `HD_TilingTerrain': /build/buildd/crrcsimhg-0.13.040/src/mod_landscape/hd_tilingterrain.cpp:26: undefined reference to `HeightData::HeightData(ssgRoot*)' I think it's because puaImageFrame.cpp is missing from src/GUI/CMakeLists.txt Grazie mille! On Sat, Feb 9, 2013 at 3:43 PM, luc...@li... <luc...@li...> wrote: Dear Martin, thank you for your advice: fixed.Additionally I've done a few minor updates to Pilatus B4 2.6m model (default mixer definition) and to a couple of sceneries text description. I've also added a simulation of the wind boundary layer effect, reducing wind speed to zero at the ground: this avoid the unrealistic effect of the glider sliding around and still responding to controls when grounded with strong winds. Happy flying, Luca ----Messaggio originale---- Da: mar...@gm... Data: 01/02/2013 0.12 A: "crrcsim-devel"<crr...@li...> Ogg: [Crrcsim-devel] Bugreport - latest src compilation Hi all, I am trying compile the latest sources (downloaded from sourceforge 29-01-2013) and there are some errors. I can solve it easy, but it would be fine fix the official sources... $ make ... Making all in models make[3]: Entering directory `/home/proks/crrcsim/crrcsim/documentation/models' make[3]: *** No rule to make target `Readmefirst_Crossfire.txt', needed by `all-am'. Stop. In the appropriate crrcsim/documentation/models/Makefile.am there are missing files: crrcsim/documentation/models/Readmefirst_Crossfire.txt crrcsim/documentation/models/Readmefirst_Erwin.txt Please correct the Makefile.am or add the files there before stable version wil be released. The rest of compilation was without problems and application works well. CentOS 6.3 i686. Bye, -- Martin Prokš mar...@gm... ------------------------------------------------------------------------------ Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb _______________________________________________ Crrcsim-devel mailing list Crr...@li... https://lists.sourceforge.net/lists/listinfo/crrcsim-devel |
From: <luc...@li...> - 2013-02-09 14:43:15
|
Dear Martin, thank you for your advice: fixed.Additionally I've done a few minor updates to Pilatus B4 2.6m model (default mixer definition) and to a couple of sceneries text description.I've also added a simulation of the wind boundary layer effect, reducing wind speed to zero at the ground: this avoid the unrealistic effect of the glider sliding around and still responding to controls when grounded with strong winds. Happy flying, Luca ----Messaggio originale---- Da: mar...@gm... Data: 01/02/2013 0.12 A: "crrcsim-devel"<crr...@li...> Ogg: [Crrcsim-devel] Bugreport - latest src compilation Hi all, I am trying compile the latest sources (downloaded from sourceforge 29-01-2013) and there are some errors. I can solve it easy, but it would be fine fix the official sources... $ make ... Making all in models make[3]: Entering directory `/home/proks/crrcsim/crrcsim/documentation/models' make[3]: *** No rule to make target `Readmefirst_Crossfire.txt', needed by `all-am'. Stop. In the appropriate crrcsim/documentation/models/Makefile.am there are missing files: crrcsim/documentation/models/Readmefirst_Crossfire.txt crrcsim/documentation/models/Readmefirst_Erwin.txt Please correct the Makefile.am or add the files there before stable version wil be released. The rest of compilation was without problems and application works well. CentOS 6.3 i686. Bye, -- Martin Prokš mar...@gm... |
From: Martin P. <mar...@gm...> - 2013-01-31 23:12:12
|
Hi all, I am trying compile the latest sources (downloaded from sourceforge 29-01-2013) and there are some errors. I can solve it easy, but it would be fine fix the official sources... $ make ... Making all in models make[3]: Entering directory `/home/proks/crrcsim/crrcsim/documentation/models' make[3]: *** No rule to make target `Readmefirst_Crossfire.txt', needed by `all-am'. Stop. In the appropriate crrcsim/documentation/models/Makefile.am there are missing files: crrcsim/documentation/models/Readmefirst_Crossfire.txt crrcsim/documentation/models/Readmefirst_Erwin.txt Please correct the Makefile.am or add the files there before stable version wil be released. The rest of compilation was without problems and application works well. CentOS 6.3 i686. Bye, -- Martin Prokš mar...@gm... |
From: <luc...@li...> - 2013-01-15 22:19:32
|
Dear developers, I've pushed a few bug-fixes of my recent updates, following very helpful comments and advices from Joel Lienard. Now everything should work fine, although I had to de-activate again the change of video resolution on Win32 (but window resize is working). Kind regards, Luca >----Messaggio originale---- >Da: luc...@li... >Data: 12/01/2013 0.49 >A: "crrcsim-devel"<crr...@li...> >Ogg: [Crrcsim-devel] Updates to src & models > >Dear developers, > >I've recently pushed a few updates, the most significant are: > >1) Reactivated the change of resolution under Win32 >- This is working fine on windows xp and is quite useful since it allows >redimensioning the windows size while running. > >2) In F3F mode, converted the option to "extend bases to the top" into "show >bases planes" which shows semi-transparent planes to mark the position of the >bases while flying. >- I've found this very helpful since bases are often out of sight. > >3) Updated flap & spoiler model in fdm_larcsim and updated documentation. >- Now spoiler can generate a pitching moment (still not used by any airplane >model, so far) and flaps may become progressively less effective at large >deflection (i.e. flap contribution to lift, drag and moment may be non- linear). >This is applied in the updated Wasabi model, where large flap deflections are >used as landing aids. > >4) Updated Wasabi model parameters and created the new model Pilatus B4 2.6 m, >which try to accurately mimic the properties of the model produced by Graupner- >Tangent. >- While working on the B4 model I noticed a few problems in a few other models >and spent some time checking practically all the glider models available. The >results are a bit disappointing and have been commented in a new documentation >file "Evaluation of glider model parameters realism", in folder >documentation/models. >- Due to really wrong parameters used in practically all the F3F/F3B models >I've removed the Crossfire, Erwin & Skorpion models (which actually were all >using the same flawed FDM) and added a new "Generic F3F" model, using the >appearance of the three model above but with a more proper FDM and three >selectable wing load. >- For similar reasons I've also revised the original Pilatus B4. >- I invite you to experience the effect of the changes, for Pilatus and F3F. > >All locale except IT need a few updates. >Additionally, do you think it might be time for a new release ? > >Best regards and happy flying, > >Luca > >------------------------------------------------------------------------------ >Master HTML5, CSS3, ASP.NET, MVC, AJAX, Knockout.js, Web API and >much more. Get web development skills now with LearnDevNow - >350+ hours of step-by-step video tutorials by Microsoft MVPs and experts. >SALE $99.99 this month only -- learn more at: >http://p.sf.net/sfu/learnmore_122812 >_______________________________________________ >Crrcsim-devel mailing list >Crr...@li... >https://lists.sourceforge.net/lists/listinfo/crrcsim-devel > |
From: Joël L. <joe...@la...> - 2013-01-12 08:30:28
|
Hello Luca, Thank you for this big contribution! I soon test all this. I am going to communicate your analysis of the models to the specialists of the F3F of my club. It will interest them certainly. Joël Le 12/01/2013 00:49, luc...@li... a écrit : > Dear developers, > > I've recently pushed a few updates, the most significant are: > > 1) Reactivated the change of resolution under Win32 > - This is working fine on windows xp and is quite useful since it allows > redimensioning the windows size while running. > > 2) In F3F mode, converted the option to "extend bases to the top" into "show > bases planes" which shows semi-transparent planes to mark the position of the > bases while flying. > - I've found this very helpful since bases are often out of sight. > > 3) Updated flap & spoiler model in fdm_larcsim and updated documentation. > - Now spoiler can generate a pitching moment (still not used by any airplane > model, so far) and flaps may become progressively less effective at large > deflection (i.e. flap contribution to lift, drag and moment may be non-linear). > This is applied in the updated Wasabi model, where large flap deflections are > used as landing aids. > > 4) Updated Wasabi model parameters and created the new model Pilatus B4 2.6m, > which try to accurately mimic the properties of the model produced by Graupner- > Tangent. > - While working on the B4 model I noticed a few problems in a few other models > and spent some time checking practically all the glider models available. The > results are a bit disappointing and have been commented in a new documentation > file "Evaluation of glider model parameters realism", in folder > documentation/models. > - Due to really wrong parameters used in practically all the F3F/F3B models > I've removed the Crossfire, Erwin & Skorpion models (which actually were all > using the same flawed FDM) and added a new "Generic F3F" model, using the > appearance of the three model above but with a more proper FDM and three > selectable wing load. > - For similar reasons I've also revised the original Pilatus B4. > - I invite you to experience the effect of the changes, for Pilatus and F3F. > > All locale except IT need a few updates. > Additionally, do you think it might be time for a new release ? > > Best regards and happy flying, > > Luca > > ------------------------------------------------------------------------------ > Master HTML5, CSS3, ASP.NET, MVC, AJAX, Knockout.js, Web API and > much more. Get web development skills now with LearnDevNow - > 350+ hours of step-by-step video tutorials by Microsoft MVPs and experts. > SALE $99.99 this month only -- learn more at: > http://p.sf.net/sfu/learnmore_122812 > _______________________________________________ > Crrcsim-devel mailing list > Crr...@li... > https://lists.sourceforge.net/lists/listinfo/crrcsim-devel > |
From: <luc...@li...> - 2013-01-11 23:49:08
|
Dear developers, I've recently pushed a few updates, the most significant are: 1) Reactivated the change of resolution under Win32 - This is working fine on windows xp and is quite useful since it allows redimensioning the windows size while running. 2) In F3F mode, converted the option to "extend bases to the top" into "show bases planes" which shows semi-transparent planes to mark the position of the bases while flying. - I've found this very helpful since bases are often out of sight. 3) Updated flap & spoiler model in fdm_larcsim and updated documentation. - Now spoiler can generate a pitching moment (still not used by any airplane model, so far) and flaps may become progressively less effective at large deflection (i.e. flap contribution to lift, drag and moment may be non-linear). This is applied in the updated Wasabi model, where large flap deflections are used as landing aids. 4) Updated Wasabi model parameters and created the new model Pilatus B4 2.6m, which try to accurately mimic the properties of the model produced by Graupner- Tangent. - While working on the B4 model I noticed a few problems in a few other models and spent some time checking practically all the glider models available. The results are a bit disappointing and have been commented in a new documentation file "Evaluation of glider model parameters realism", in folder documentation/models. - Due to really wrong parameters used in practically all the F3F/F3B models I've removed the Crossfire, Erwin & Skorpion models (which actually were all using the same flawed FDM) and added a new "Generic F3F" model, using the appearance of the three model above but with a more proper FDM and three selectable wing load. - For similar reasons I've also revised the original Pilatus B4. - I invite you to experience the effect of the changes, for Pilatus and F3F. All locale except IT need a few updates. Additionally, do you think it might be time for a new release ? Best regards and happy flying, Luca |
From: <luc...@li...> - 2012-11-17 00:59:03
|
Dear Developers, I've just pushed a few more updates: 1) 3D wind vectors visualisation mode, toggled from view menu or "w" key; wind vectors are drawn in the sky, around the airplane, colored by either total wind speed or vertical wind speed (same as in the "Inspect wind" view). It might be helpful when flying around (specially on new sceneries) or just to debug the wind from terrain computation. 2) Updated Help-About dialog, showing Crrcsim picture (I've taken it from the wiki pages, might be changed). Also added a default callback function to the base crrc_dialog class, so that message dialogs which are as simple as the help- about (but more complex than a simple message box) can be created without defining a specific class. The same functionality is used in the updated Help- Keys dialog, now having a better alignement of the text. Also a new simple widget is defined, puaImageFrame, to be used to put icon/images in dialogs: used in help-about as well as in location preview. Finally, all dialog constructors have been cleaned-up slightly by using the already existing crrc_dialog::centerOnScreen() method. 3) Updated configure.ac to derive automatically version information (latest tag and last revision id) to be shown in help-about dialog. I'm not an expert on this (just look on web how to do it), but it seems to work ok although running autogen.sh + configure is necessary befor compilation in order to get the updated data. Note: all locale need updates Kind regards, Luca |
From: Jens W. W. <je...@gm...> - 2012-11-09 08:32:11
|
Hi Luca, sadly I don't have time to even try out recent changes in CRRCSim or take a look at them, but I want to state that I appreciate the way you seem to approach changes in CRRCSim a lot. Thank you! Jens |
From: <luc...@li...> - 2012-11-08 23:05:58
|
Dear Developers, After flying a bit more with the wind turbulence model, I noticed a wrong behaviour related to the roll-disturbances (they extend for too long a time causing the model to continuosly roll towards one side instead of rolling a little bit back and forth). Careful inspection revealed that the formulas for roll disturbance were wrong in both the documents I was taking as reference (one being the MIl Handbook itself...) I could find a third reference doc were the error is corrected and so have fixed the bug, recovering the expected behaviour. Thus if you want to try wind turbulence don't forget to take this last revision. Regards, Luca >----Messaggio originale---- >Da: luc...@li... >Data: 28/10/2012 23.12 >A: "crrcsim-devel"<crr...@li...> >Ogg: [Crrcsim-devel] Wind turbulence model implemented > >Dear Developers, > >I've juste pushed a development of CRRCsim which implements a wind turbulence >model. >The model is based on MIL-HDBK-1797 and implements the Dryden digital filter >formulation, in particular focusing on the low-altitude model (which is valid >until at least 1000ft above ground leves, so quite ok for our rc-airplanes). > >Turbulence is activated from the wind/thermal dialog by setting the >"Turbulence intensity [rel]" to a value > 0. A value of 1 (default) produces >the turbulence intensity specified by Dryden model, while value lower/hgher >then 1 can be used to tune turbulence intensity to something more appropriate >for the location (e.g. less turbulence on a slope facing the sea, more >turbulence on a slope in the Alps). >Turbulence intensity is proportional to wind speed, so its effect is much more >evident in strong winds, as in real life. > >Although in ligh to moderate winds the effect of turbulence is not very >strong, it seems to me (but I've just debugged it and have not flown a lot yet) >that it adds quite some realism to the simulation: have a try your self! > >Remarks and suggestions are welcome. > >Kind regards, > >Luca > >------------------------------------------------------------------------------ >WINDOWS 8 is here. >Millions of people. Your app in 30 days. >Visit The Windows 8 Center at Sourceforge for all your go to resources. >http://windows8center.sourceforge.net/ >join-generation-app-and-make-money-coding-fast/ >_______________________________________________ >Crrcsim-devel mailing list >Crr...@li... >https://lists.sourceforge.net/lists/listinfo/crrcsim-devel > |