|
From: <seb...@fr...> - 2007-01-07 17:55:35
|
hi all,
I've compiled flightgear and OSG with no problem until three days...
actually the last time was two weeks ago...
but now I get this error:
if g++ -DHAVE_CONFIG_H -I.
-I/home/moi/scripts/fgfs-builder/src/FlightGear/src/Model
-I../../src/Include -I/home/moi/scripts/fgfs-builder/src/FlightGear
-I/home/moi/scripts/fgfs-builder/src/FlightGear/src
-I/home/moi/scripts/fgfs-builder/install/include -I/usr/X11R6/include
-I/usr/local/include -g -O2 -D_REENTRANT -MT panelnode.o -MD -MP -MF
".deps/panelnode.Tpo" -c -o panelnode.o
/home/moi/scripts/fgfs-builder/src/FlightGear/src/Model/panelnode.cxx; \
then mv -f ".deps/panelnode.Tpo" ".deps/panelnode.Po"; else rm
-f ".deps/panelnode.Tpo"; exit 1; fi
/home/moi/scripts/fgfs-builder/src/FlightGear/src/Model/panelnode.cxx:
In member function 'virtual void
FGPanelNode::drawImplementation(osg::State&) const':
/home/moi/scripts/fgfs-builder/src/FlightGear/src/Model/panelnode.cxx:135:
error: 'const class osg::Viewport' has no member named 'getViewport'
greping in /home/moi/scripts/fgfs-builder/install/include reports me:
./osg/Camera:92:const Viewport* getViewport() const { return
_viewport.get(); }
./osg/Camera:95:Viewport* getViewport() { return _viewport.get(); }
./osg/CullStack:132: inline osg::Viewport* getViewport();
./osg/CullStack:207:inline osg::Viewport* CullStack::getViewport()
./osg/Viewport:76: void getViewport(int& x,int& y,int& width,int&
height) const
./osg/Viewport:84:void getViewport(double& x,double& y,double&
width,double& height) const
./osgUtil/RenderStage:72:const osg::Viewport* getViewport() const {
return _viewport.get(); }
./osgUtil/RenderStage:75:osg::Viewport* getViewport() { return
_viewport.get(); }
./osgUtil/SceneView:97:osg::Viewport* getViewport() { return
(_camera->getViewport()!=0) ?_camera->getViewport() : 0; }
./osgUtil/SceneView:100:const osg::Viewport* getViewport() const {
return (_camera->getViewport()!=0) ? _camera->getViewport() : 0; }
I use fgfs-builder (rev29) to build. I've copied
/home/moi/scripts/fgfs-builder/install/include/* in /usr/local/include,
just to make a try, with no better result.
The config.log of FlightGear doesn't seem to report errors...
I use the last CVS and svn versions. I googled about "getViewport" with
no relevant solutions (imho)...
OpenProducer, OpenSceneGraph, OpenThreads, plib and Simgear compilations
are ok.
does one of you know what I've missed?
thanks
regards,
seb
|
|
From: Manuel M. <m.m...@wa...> - 2007-01-07 18:11:17
|
S=E9bastien, I posted a compilation fix yesterday, see http://sourceforge.net/mailarchive/message.php?msg_id=3D37837809 bye, Manuel |
|
From: <seb...@fr...> - 2007-01-07 23:51:20
|
thank you very much Manuel, it compiles perfectly now. regards Manuel Massing a =E9crit : > S=E9bastien, >=20 > I posted a compilation fix yesterday, see > http://sourceforge.net/mailarchive/message.php?msg_id=3D37837809 >=20 > bye, > Manuel >=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel >=20 >=20 |
|
From: John D. <sf...@av...> - 2007-01-07 23:59:30
|
My version of fgfs has a rather large memory leak. If I leave the thing parked after a flight, brakes on, simulator paused, it will gobble up about 3 gigabytes of virtual memory overnight. (In contrast, it's only a little over 500 meg after a few minutes of flight.) I'm running the version of fgfs that is bundled with the current Debian "etch" distribution. The fgfs binary is dated May 17 2006 if that means anything. I'm using it with the /data/ from cvs. |
|
From: John D. <sf...@av...> - 2007-01-08 01:11:52
|
I have been unable to find any way to turn on cockpit area lighting. I found nothing on the subject in the documentation. I tried looking around in the c172 and c182 aircraft models and didn't find anything. I tried fiddling with some of the suggestively-named variables without success. Is it possible that the aircraft models do not (yet) implement this feature? It is kinda hard to fly the aircraft properly with no lighting. For example, good pilot procedure calls for checking the position of the flaps on occasion ... and you can't do that if it's too dark to see the knobs and indicators. So ... what's the status? Where do we go from here? |
|
From: Dave P. <ski...@mi...> - 2007-01-08 04:08:46
|
On Sun, 2007-01-07 at 20:11 -0500, John Denker wrote: > I have been unable to find any way to turn on cockpit area lighting. > > I found nothing on the subject in the documentation. > > I tried looking around in the c172 and c182 aircraft models and > didn't find anything. Hi John, Try the pa24-250 at night. I used material animation to accomplish this. Even in the real AC, the instrument light and nav lights are on the same switch. The "aircraft help" give you keyboard bindings for the switches as well as starting instructions (or just click on the switches). Really like your "location-in-air" xml so far. I used the offset from a fix, even a fix several hundred miles distant successfully. I have not been able to do the same with a VOR. Works sometimes, but not others. Regards, Dave -- Dave Perry <ski...@mi...> |
|
From: Stuart B. <stu...@ya...> - 2007-01-08 15:06:42
|
--- John Denker wrote: > I have been unable to find any way to turn on cockpit area lighting. > > I found nothing on the subject in the documentation. > > I tried looking around in the c172 and c182 aircraft models and > didn't find anything. > > I tried fiddling with some of the suggestively-named variables > without success. > > Is it possible that the aircraft models do not (yet) implement > this feature? To give a quick bit of background, I believe OpenGL limitations mean that we cannot just stuff a light-source into the cockpit for this. Also, as you've probably already realized, this is a per-aircraft model issue, so it is up to the aircraft maintainer and any contributers to implement. Some models are quite advanced - the SenecaII and pa24-250 in particular have detailed cockpits in the GA fleet. However, some of the aircraft are a bit behind the times and have only rudimentary 3-D cockpits. I am the maintainer of the c182 and c310, which suffers from this in particular. Are you particularly interested in using the c182? If so, I'll spend some time this evenign adding some lighting. I have never actually been in one, let alone at night, so could you answer a couple of questions for me: 1) Presumably the panel itself is lit from behind as it is implemented currently. Is that correct? 2) Do you have any reference for where the nav, panel, landling light switches are located in the c182? 3) Am I correct in thinking that any light to see the flaps, yoke etc is a reflection of the panel light, and therefore very low intensity? The easiest way to implement this will be with a low-intensity emissive light source on the objects. 4) Is the flap indicator illuminated from behind like the instruments, or does it also rely on the panel light reflection? BTW, you should be aware that we currently don't have any landing light implementation, so I guess landing at night will be quite unrealistic. Finally, you are of course welcome to implement this yourself - the model readme should provide enough information to get you started. -Stuart Send instant messages to your online friends http://uk.messenger.yahoo.com |
|
From: Torsten D. <to...@t3...> - 2007-01-08 16:31:41
|
Hi Stuart > I have never actually been in one, let alone at night, so could you answer > a couple of questions for me: You definitely missed something in life, especially at night ;-) > > 1) Presumably the panel itself is lit from behind as it is implemented > currently. Is that correct? here http://commons.wikimedia.org/wiki/Image:Cessna_182_P_Skylane_Cockpit.jpg is a cockpit photo. At the artificial horizon for example are two round knobs: the black one below is for adjusting the horizon symbol and the metal-like one above is the instrument light, that illuminates the instruments from outside. There is one on the top left corner of the airspeed indicator (top left instrument), too. On can see the notch where the light comes out. Looks like every round instrument has such a light source. The engine instruments are backlit. > > 2) Do you have any reference for where the nav, panel, landling light > switches are located in the c182? > > 3) Am I correct in thinking that any light to see the flaps, yoke etc is a > reflection of the panel light, and therefore very low intensity? The > easiest way to implement this will be with a low-intensity emissive light > source on the objects. Correct > > 4) Is the flap indicator illuminated from behind like the instruments, or > does it also rely on the panel light reflection? No internal light, it's just seen by panel and cockpit light reflection. Martin is a skilled skylane pilot, maybe he has some nice cockpit photos to share? Greetings, Torsten |
|
From: John D. <sf...@av...> - 2007-01-08 17:06:23
|
On 01/08/2007 10:06 AM, Stuart Buchanan wrote: > Are you particularly interested in using the c182? Well, yes I am. A lot of FBOs will let you rent a 182. If we make an XY plot trading off availability versus a combination of speed and roominess, the 182 has high availability for a given niceness, and high niceness for a given availability. Also the 182 RG is one of the two aircraft most-commonly used for transition training, as pilots transition to "complex aircraft". > If so, I'll spend some time this evenign adding some lighting. :-) > you are of course welcome to implement this yourself - the model > readme should provide enough information to get you started. Maybe we should work together. If you enjoy working on models, there's lots of things that could be done to kick the realism up a notch. I've been keeping a list of nitpicks, creeping features, and other notes at http://www.av8n.com/fly/fgfs/c182.notes > I have never actually been in one, let alone at night, so could you answer > a couple of questions for me: > > 1) Presumably the panel itself is lit from behind as it is implemented > currently. Is that correct? It's more complicated than that. -- There is "area lighting" including a white dome light and a red dome light. This is useful for e.g. looking at the position of the flap handle, landing gear handle, fuel selector, and other things that are not well covered by the post lights. (Also in the real world, not in the model, this would be critical for map-reading.) -- Radios are internally lighted. Either they have glowing LED segments, or LCDs with a backlight, or something similar. -- There is a class of instruments unlovingly referred to as "steam gauges" including the airspeed indicator, altimeter, VSI, et cetera. These are lighted from the front by "post lights", i.e. little posts that stick out from the front of the panel and shine light back onto the front of the panel. (Modeling the post lights would require a ton of detail work. It may be expedient to do a better-than-realistic job of area lighting so as to make post lights unnecessary.) -- I have a light attached to my headset, which I can turn on as needed, so that wherever I turn my head gets lit up. Also any pilot who flies at night has a flashlight, typically dangling from a strap around his neck, as a backup for all the other lighting systems. (I don't expect the model to capture this :-). > 2) Do you have any reference for where the nav, panel, landling light > switches are located in the c182? Here's a nice shot of the panel http://www.linkscomputer.com/images/ebay/skydive/c182panel_06.jpg A lot of the interesting switches are behind the horizontal part of the pilot's yoke in that shot, i.e. in a row above the row of circuit breakers. That's a problem, because if the model puts the switches in the realistic place, they will be very hard to see. Other factoids: Just to the left of the lower-left corner of the yoke you can see, left to right, the master switch and fuel boost switch. The magneto/start switch is next in line, hiding behind the corner of the yoke. Below the master you can see the primer knob. Below the lower /left/ corner of the yoke is the gear handle. On the pedestal beside the pilot's knee you can see elevator trim, rudder trim, handheld mike, and cowl-flap lever. I'd offer to scan the relevant POH page but it is no clearer than the photo cited above. I may need to take my camera to the airport. > 3) Am I correct in thinking that any light to see the flaps, yoke etc is a > reflection of the panel light, and therefore very low intensity? The > easiest way to implement this will be with a low-intensity emissive light > source on the objects. There's also area lighting, coming from somewhere above the pilot's head. > 4) Is the flap indicator illuminated from behind like the instruments, or > does it also rely on the panel light reflection? Area lighting. The flap indicator doesn't have its own post lights or anything. Throttle/prop/mixture knobs are in this same category, and the fuel-tank selector. > BTW, you should be aware that we currently don't have any landing light > implementation, so I guess landing at night will be quite unrealistic. Well, yes, I noticed ... but landing without a landing light is not the least bit unrealistic. I put this near the bottom of the list at http://www.av8n.com/fly/fgfs/c182.notes That stands in contrast to cockpit area lighting, which is near the top of the list. The contrast is odd, but I just call 'em like I see 'em. |
|
From: Stuart B. <stu...@ya...> - 2007-01-08 17:44:17
|
--- John Denker <sf...@av...> wrote: > On 01/08/2007 10:06 AM, Stuart Buchanan wrote: > > > Are you particularly interested in using the c182? > > Well, yes I am. A lot of FBOs will let you rent a 182. If we make > an XY plot trading off availability versus a combination of speed > and roominess, the 182 has high availability for a given niceness, > and high niceness for a given availability. I agree it is a very common aircraft, and I find it a good choice for doing instrument work. However, the reason I ask is that I don't know how many other people fly the FG c182. <snip> > If you enjoy working on models, there's lots of things that could > be done to kick the realism up a notch. I've been keeping a list > of nitpicks, creeping features, and other notes at > http://www.av8n.com/fly/fgfs/c182.notes Thanks. Having someone with RL experience of the aircraft is a big help. > > > > 1) Presumably the panel itself is lit from behind as it is implemented > > currently. Is that correct? > > It's more complicated than that. > -- There is "area lighting" including a white dome light and a red > dome light. This is useful for e.g. looking at the position of > the flap handle, landing gear handle, fuel selector, and other things > that are not well covered by the post lights. (Also in the real > world, > not in the model, this would be critical for map-reading.) OK - I'll probably leave this as a general emissive light. Where is the switch located? On the ceiling? > -- Radios are internally lighted. Either they have glowing LED > segments, > or LCDs with a backlight, or something similar. > -- There is a class of instruments unlovingly referred to as "steam > gauges" including the airspeed indicator, altimeter, VSI, et cetera. > These are lighted from the front by "post lights", i.e. little posts > that stick out from the front of the panel and shine light back onto > the front of the panel. (Modeling the post lights would require a > ton of detail work. It may be expedient to do a better-than-realistic > job of area lighting so as to make post lights unnecessary.) This is probably more hassle than it is worth right now. Currently the c182 guages are emissive, which I think is sufficient. Where would the switch for this be? > > 2) Do you have any reference for where the nav, panel, landling light > > switches are located in the c182? > > Here's a nice shot of the panel > http://www.linkscomputer.com/images/ebay/skydive/c182panel_06.jpg I can see the switches on the bottom right, and I think there are five, reading from L-R: NAV, BEACON, STROBE, TAXI, LANDING. The problem is where the other light switches are located. > A lot of the interesting switches are behind the horizontal part of > the pilot's yoke in that shot, i.e. in a row above the row of > circuit breakers. That's a problem, because if the model puts the > switches in the realistic place, they will be very hard to see. The easiest way to solve this is to provide an option to make the yokes invisible. As some people have their own CH Products Yokes, I think that should be fine. <snip> > > BTW, you should be aware that we currently don't have any landing > light > > implementation, so I guess landing at night will be quite unrealistic. > > Well, yes, I noticed ... but landing without a landing light is not the > least bit unrealistic. I put this near the bottom of the list at > http://www.av8n.com/fly/fgfs/c182.notes OK. I just thought I'd check that lack of landing lights would be a major issue. -Stuart Send instant messages to your online friends http://uk.messenger.yahoo.com Send instant messages to your online friends http://uk.messenger.yahoo.com |
|
From: John D. <sf...@av...> - 2007-01-08 18:13:29
|
On 01/08/2007 12:44 PM, Stuart Buchanan wrote: > OK - I'll probably leave this as a general emissive light. Where is the > switch located? On the ceiling? Multiple switches. Perhaps the most relevant to the model are the two dimmer knobs (commonly but improperly called rheostats) located just to port of the electrical rocker switches, just to starboard and a little down from the magneto/start switch. One of them controls the post lights, while the other controls the internal illumination in the radios. The brightness and the red-versus-white of the dome light is controlled overhead. Not terribly convenient for the model. A generic nondescript "area lighting" controlled by one of the dimmer knobs would be just fine IMHO. > I can see the switches on the bottom right, and I think there are five, > reading from L-R: > > NAV, BEACON, STROBE, TAXI, LANDING. OK. > The problem is where the other light switches are located. I think we've covered all the important ones. > The easiest way to solve this is to provide an option to make the yokes > invisible. ... I think that should be fine. That sounds good. It's expedient, and it solves the problem. Maybe only 90% invisible, like Casper the ghost???? > As some people have their own CH Products Yokes, Or Saitek yokes. I have a Saitek X52 (yoke and throttle) which has 8 axes and 33 switches. Cheap and good enough. And even for those who don't have hardware yokes, a keystroke to make the yokes /temporarily/ invisible sounds like a fine solution, especially in the short-to-medium term. ======================= Don't take the following too seriously: In the long term, I have fantasies about allowing the point of view to change ... not just changing the tilt/pan/zoom from a fixed point, but actually moving the pilot's *point* of view. That would allow peering around the yoke to see switches ... and perhaps more importantly, it would allow moving the PoV to the side to peer around the cowling to better see what's going on during landing. I reckon this would be a royal pain to implement, and inconvenient to use in practice, but it would be the bees' knees in terms of realism. |
|
From: Stuart B. <stu...@ya...> - 2007-01-08 18:53:17
|
--- John Denker wrote: > On 01/08/2007 12:44 PM, Stuart Buchanan wrote: > > > OK - I'll probably leave this as a general emissive light. Where is > the > > switch located? On the ceiling? > > Multiple switches. Perhaps the most relevant to the model are the > two dimmer knobs (commonly but improperly called rheostats) located > just to port of the electrical rocker switches, just to starboard > and a little down from the magneto/start switch. One of them > controls the post lights, while the other controls the internal > illumination in the radios. OK. I'll add a knob for dimming the general lights. > The brightness and the red-versus-white of the dome light is > controlled overhead. Not terribly convenient for the model. > > A generic nondescript "area lighting" controlled by one of > the dimmer knobs would be just fine IMHO. Will do. > > The easiest way to solve this is to provide an option to make the > yokes > > invisible. ... I think that should be fine. > > That sounds good. It's expedient, and it solves the problem. > Maybe only 90% invisible, like Casper the ghost???? <snip> > And even for those who don't have hardware yokes, a keystroke to > make the yokes /temporarily/ invisible sounds like a fine solution, > especially in the short-to-medium term. It's trivial to make a key-assignment to toggle yoke visibilty on/off. 90% transparent is a bit more hassle. > ======================= > > Don't take the following too seriously: > > In the long term, I have fantasies about allowing the point of view > to change ... not just changing the tilt/pan/zoom from a fixed point, > but actually moving the pilot's *point* of view. That would allow > peering around the yoke to see switches ... and perhaps more > importantly, > it would allow moving the PoV to the side to peer around the cowling > to better see what's going on during landing. I reckon this would be > a royal pain to implement, and inconvenient to use in practice, but it > would be the bees' knees in terms of realism. > Already available - hold down the right mouse-button when in tile/pan mode and drag the mouse around. BTW - you'll need OSG CVS FG to make use of most of my changes - there are dependencies on the new pick animation. -Stuart Send instant messages to your online friends http://uk.messenger.yahoo.com |
|
From: Stuart B. <stu...@ya...> - 2007-01-08 19:17:37
|
--- Stuart Buchanan wrote: > > --- John Denker wrote: <snip> > > In the long term, I have fantasies about allowing the point of view > > to change ... not just changing the tilt/pan/zoom from a fixed point, > > but actually moving the pilot's *point* of view. That would allow > > peering around the yoke to see switches ... and perhaps more > > importantly, > > it would allow moving the PoV to the side to peer around the cowling > > to better see what's going on during landing. I reckon this would be > > a royal pain to implement, and inconvenient to use in practice, but it > > would be the bees' knees in terms of realism. > > > > Already available - hold down the right mouse-button when in tile/pan > mode > and drag the mouse around. > Correction - hold down the middle mouse button. -Stuart Send instant messages to your online friends http://uk.messenger.yahoo.com |
|
From: John D. <sf...@av...> - 2007-01-08 21:04:25
|
On 01/08/2007 02:17 PM, Stuart Buchanan wrote: >>Already available - hold down the [middle] mouse-button when in tile/pan >>mode >>and drag the mouse around. 1) Thanks for the clue. I've been relying on my joystick (not mouse) since Day One, so I had never explored the various combinations of mouse functions. 2) This looks like another documentation issue; even now that I know exactly what to look for, I can't find this in the manual anywhere. I tried grepping for "PoV" and "viewpoint" and finally discovered the preferred term is "view point" (two words). The only source of information I can find is reading data/mice.xml. Not very user- friendly. 3) I'm thinking I should bind these features to some of the buttons on my X52 stick. Is there a "standard" binding for things like this? If not, I have some ideas I'd like to try........ |
|
From: John D. <sf...@av...> - 2007-01-10 02:19:36
|
Three more contributions to the bug collection: *) Weird thing: The model seems never to consume any fuel. I dumped the property list and discovered that engines/engine/fuel-flow-gph takes on reasonable values and tracks the throttle setting, while engines/engine/fuel-flow_pph remained stuck at zero. This is a particularly bad disconnect, since apparently the latter is what gets integrated to calculate engines/engine/fuel-consumed-lbs. *) Weird thing: No "flags" on the instruments. The GS needle goes to mid-scale if there is no valid signal. That'll kill you for sure. I'm told that the hi-res instruments implement flags, but the lo-res ones don't, and the c182 model is using the lo-res versions. *) Weird thing: Causing failure via the "heading indicator" option on the "instrument failures" popup has no discernible effect on the HSI. I dumped the property list and observed that the "serviceable" flag on the heading indicator was false, in accordance with the desired failure ... but somehow the backend routines are not respecting this setting. I added these to the list at http://www.av8n.com/fly/fgfs/c182.notes |
|
From: Ampere K. H. <amp...@sy...> - 2007-01-10 02:32:13
|
On Tuesday 09 January 2007 21:19, John Denker wrote: > <snip> > > I added these to the list at > http://www.av8n.com/fly/fgfs/c182.notes It might be a good idea to add these to the c182 page on our wiki: http://wiki.flightgear.org/flightgear_wiki/index.php?title=Cessna_C182 Ampere |
|
From: John D. <sf...@av...> - 2007-01-10 03:46:19
|
On 01/09/2007 09:43 PM, Ampere K. Hardraade wrote: > > It might be a good idea to add these to the c182 page on our wiki: > http://wiki.flightgear.org/flightgear_wiki/index.php?title=Cessna_C182 Excellent suggestion. Done just now. |
|
From: Jon S. B. <js...@ha...> - 2007-01-10 04:11:26
|
> Three more contributions to the bug collection:
>
> *) Weird thing: The model seems never to consume any fuel. I dumped
> the property list and discovered that engines/engine/fuel-flow-gph
> takes on reasonable values and tracks the throttle setting, while
> engines/engine/fuel-flow_pph remained stuck at zero. This is a
> particularly bad disconnect, since apparently the latter is what
> gets integrated to calculate engines/engine/fuel-consumed-lbs.
Is this on the JSBSim C-182?
On this one:
-- However, there is a multiplicative effect: Adding power causes
a nose-up pitching moment when flaps are in an extended position.
Or, to say the same thing, extending the flaps causes a nose-up
pitching moment. The effect is in proportion to the amount of
power being developed *times* the amount of flap deflection.
note that I am aware of this, and know how to fix it to add the effect, but
haven't had time. I'll try to post an explanation of the approach in the
next few days.
Jon
|
|
From: John D. <sf...@av...> - 2007-01-10 04:30:09
|
On 01/09/2007 11:09 PM, Jon S. Berndt wrote: >>Three more contributions to the bug collection: >> >>*) Weird thing: The model seems never to consume any fuel. I dumped >> the property list and discovered that engines/engine/fuel-flow-gph >> takes on reasonable values and tracks the throttle setting, while >> engines/engine/fuel-flow_pph remained stuck at zero. This is a >> particularly bad disconnect, since apparently the latter is what >> gets integrated to calculate engines/engine/fuel-consumed-lbs. > > > Is this on the JSBSim C-182? Yes. I'm using very a recent data/ tree from cvs. I'm still using the fsgs binary from May 17 2006, because I still can't compile anything more recent. See below ./autogen.sh Host info: Linux i686 automake: 1.8.5 (18) Running aclocal /usr/share/aclocal/lib3ds.m4:4: warning: underquoted definition of AM_PATH_LIB3DS run info '(automake)Extending aclocal' or see http://sources.redhat.com/automake/automake.html#Extending%20aclocal Running autoheader Running automake --add-missing src/FDM/YASim/Makefile.am:50: bad characters in variable name `' src/FDM/YASim/Makefile.am:57: bad characters in variable name `' src/FDM/YASim/Makefile.am:51: yasim_LDADD multiply defined in condition TRUE ... src/FDM/YASim/Makefile.am:49: ... `yasim_LDADD' previously defined here src/FDM/YASim/Makefile.am:57: multiply defined in condition TRUE ... src/FDM/YASim/Makefile.am:50: ... `' previously defined here src/FDM/YASim/Makefile.am:58: proptest_LDADD multiply defined in condition TRUE ... src/FDM/YASim/Makefile.am:56: ... `proptest_LDADD' previously defined here Running autoconf ====================================== Now you are ready to run './configure' ====================================== |
|
From: Frederic B. <fre...@fr...> - 2007-01-10 07:32:04
|
Selon John Denker : > Running automake --add-missing > src/FDM/YASim/Makefile.am:50: bad characters in variable name `' > src/FDM/YASim/Makefile.am:57: bad characters in variable name `' > src/FDM/YASim/Makefile.am:51: yasim_LDADD multiply defined in condition= TRUE try to delete that file and refetch it with CVS -Fred -- Fr=E9d=E9ric Bouvier http://frfoto.free.fr Photo gallery - album photo http://www.fotolia.fr/p/2278/partner/2278 Other photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer |
|
From: John D. <sf...@av...> - 2007-01-10 07:58:02
|
On 01/10/2007 02:32 AM, Frederic Bouvier wrote:
>>Running automake --add-missing
>>src/FDM/YASim/Makefile.am:50: bad characters in variable name `'
>>src/FDM/YASim/Makefile.am:57: bad characters in variable name `'
>>src/FDM/YASim/Makefile.am:51: yasim_LDADD multiply defined in condition TRUE
>
>
> try to delete that file and refetch it with CVS
Thanks for the suggestion. That got rid of one bunch of errors.
I fixed another bug myself; the patch is inline below.
Compilation is proceeding smoothly at the moment ... knock on wood.
Again: Thanks!
--- /usr/share/aclocal/lib3ds.m4 2007/01/10 07:52:19 1.1
+++ /usr/share/aclocal/lib3ds.m4 2007/01/10 07:53:20
@@ -1,8 +1,7 @@
dnl
dnl AM_PATH_LIB3DS([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl
-AC_DEFUN(AM_PATH_LIB3DS,
-[
+AC_DEFUN([AM_PATH_LIB3DS], [
AC_ARG_WITH(lib3ds-prefix,[ --with-lib3ds-prefix=PFX Prefix where lib3ds is installed (optional)],
lib3ds_config_prefix="$withval", lib3ds_config_prefix="")
|
|
From: John D. <sf...@av...> - 2007-01-10 09:15:58
|
I figure if I've got a zillion buttons on my stick/throttle hardware,
I might as well put them to good use.
1) The (D) button on the throttle is the "shift" button. (*)
That's literally true. Indeed it's a pun; see next two items.
2) When the shift button is not pressed, he lower "hat" on the stick will:
-- pan the view angle left/right, and
-- tilt the view angle up/down.
3) When the shift button is pressed, the lower "hat" on the yoke will:
-- shift the view point left/right,(*) and
-- shift the view point up/down.(*)
I thought long and hard about how to do the bindings for this.
I'm happy with using the (D) button as a shift button; it feels
natural to me.
Shifting the PoV is not something you need very often, but it does
come in handy in a couple of specific situations:
-- In some aircraft, there is a whole row of switches hidden
behind the yoke where you can't see it unless you crane you
neck to a new view point.
-- For landing, it helps to move your head to the left (assuming
you're sitting in the left seat) so you can peer around the
cowling.
4) The (B) button on the throttle will "zoom out" the view.
5) The (C) button on the throttle instantly resets the view angles
(tilt/pan/zoom) and also(*) resets the view point (X/Y/Z) back to
their canonical values. This feature gets used quite often.
Features marked (*) are new since yesterday.
All of this is implemented here:
http://www.av8n.com/fly/fgfs/X52.xml.htm
http://www.av8n.com/fly/fgfs/X52.xml
along with a bunch of more prosaic features: trim, brakes, stopwatch,
et cetera.
|
|
From: John D. <sf...@av...> - 2007-01-12 03:31:37
|
On the Seneca II model, the KX 165 radios are broken. -- When I try to tune 116.0 I get 116.99 -- When I try to tune 111.7 I get 111.69 -- But you can't just say everything is off by 0.01 MHz, because if I put in 116.01, I get 116.01. The 116.0 result is skipped, i.e. avoided! I imagine that somewhere in the backend somebody is doing a floor() when they should be doing a round(). Or some such. Unless somebody has a better idea, I will add this report to the wiki: http://wiki.flightgear.org/flightgear_wiki/index.php?title=Piper_PA34-200T_Seneca_II within the next day or so. 1) This is using fsgs compiled from a very recent cvs. Also using a very recent data/ tree. 2) The same bug (plus additional weirdness) is observed using the fgfs binary as distributed back in May. |
|
From: Torsten D. <to...@t3...> - 2007-01-12 07:27:54
|
> On the Seneca II model, the KX 165 radios are broken. > > -- When I try to tune 116.0 I get 116.99 > -- When I try to tune 111.7 I get 111.69 > -- But you can't just say everything is off by 0.01 MHz, because > if I put in 116.01, I get 116.01. The 116.0 result is skipped, > i.e. avoided! > > I imagine that somewhere in the backend somebody is doing a floor() when > they should be doing a round(). Or some such. That's a known bug and I have no Idea how to get rid of it.Have been digging into the source and no result (yet). As a workaround, I added this to my .fgfsrc --prop:/instrumentation/comm/frequencies/selected-mhz=126.8501 --prop:/instrumentation/comm/frequencies/standby-mhz=124.2201 --prop:/instrumentation/comm[1]/frequencies/selected-mhz=121.8001 --prop:/instrumentation/comm[1]/frequencies/standby-mhz=132.1201 --prop:/instrumentation/nav/frequencies/selected-mhz=111.5001 --prop:/instrumentation/nav/frequencies/standby-mhz=113.1001 --prop:/instrumentation/nav[1]/frequencies/selected-mhz=113.1001 --prop:/instrumentation/nav[1]/frequencies/standby-mhz=115.1001 --prop:/instrumentation/dme/frequencies/selected-mhz=115.8001 Torsten |
|
From: Roy V. O. <roy...@ha...> - 2007-01-08 19:15:56
|
On Monday 08 January 2007 19:12, John Denker wrote: > Don't take the following too seriously: > > In the long term, I have fantasies about allowing the point of view > to change ... not just changing the tilt/pan/zoom from a fixed point, > but actually moving the pilot's *point* of view. That would allow > peering around the yoke to see switches ... and perhaps more importantly, > it would allow moving the PoV to the side to peer around the cowling > to better see what's going on during landing. I reckon this would be > a royal pain to implement, and inconvenient to use in practice, but it > would be the bees' knees in terms of realism. This was implemented a long time ago. In view mouse mode (two right clicks, until the cursor becomes <->) hold the middle mouse button and move the mouse. -- Roy Vegard Ovesen |