Activity for eatdirt

  • eatdirt eatdirt modified a comment on merge request #320

    Let me reject this merge request, I have changed my mind and I am currently coding an addon with just that exact view. It won't do much better than the Fly-By held, but I'll add menubox to set the height of the pilot, distance to plane, etc... Much more flexible at the end. I might also avoid collision with plane's view using addon hints, let's see. Of course, much more coding time than the checkbox indeed!

  • eatdirt eatdirt posted a comment on merge request #320

    For the record it is now there: https://sourceforge.net/p/flightgear/fgaddon/HEAD/tree/trunk/Addons/RCView/ Certainly needs some tuning on view-number collision and position within the view menu. Cheers, chris.

  • eatdirt eatdirt committed [r8197] on FGAddon

    Adding RCView addon (remote control view)

  • eatdirt eatdirt updated merge request #320

    Add a display option allowing to hold the viewer position in Fly-By view

  • eatdirt eatdirt posted a comment on merge request #320

    Let me reject this merge request, I have changed my mind and I am currently coding an addon with just that exact view. It won't do much better than the Fly-By held, but I'll add menubox to set the height of the pilot, distance to plane, etc... Much more flexible at the end. I might also avoid collision with plane's view using addon hints, let's see. Of course, much more coding time that the checkbox indeed!

  • eatdirt eatdirt committed [r8162] on FGAddon

    Fixing ground sinking with structual points and tuned bogeys coeffients

  • eatdirt eatdirt posted a comment on merge request #320

    I have been thinking, may a fg-addon be only a new view? Would it make sense? How to be sure it won't collide with planes' views? It could be loaded for all planes, rc or not rc I could start from the fly-by view and built on it, allowing rotation around the plane instead of random pick-up etc...

  • eatdirt eatdirt posted a comment on merge request #320

    All right, I've coded it within the Rascal. I've converted it into a function that must be called after the fdm is initialized (otherwise the geo.* are not yet set). setprop("/sim/tower/auto-position", 0); var set_rcview = func (OFFSET_DEG,DISTANCE_M,HEIGHT_M) { var pos = geo.aircraft_position(); var heading = getprop("/orientation/heading-deg") + OFFSET_DEG; pos.apply_course_distance(heading, DISTANCE_M); pos.set_alt(pos.alt() + HEIGHT_M); setprop("/sim/tower/airport-id", "RC View"); setprop("/sim/tower/altitude-ft",...

  • eatdirt eatdirt modified a comment on merge request #320

    Thanks for the code, I'll give it a try with the rascal and let you know what I feel. But, I can anticipate already some limitations such as not allowing remote controlling real planes (which is quite cool too) nor starting again the view nearby the plane when you land too far! A better solution plane-side could be to copy-paste the fly-by view with held position as an RC view for RC planes, but that would not address RCing real planes. Now copy-pasting the same code for all RC planes and all real...

  • eatdirt eatdirt posted a comment on merge request #320

    Thanks for the code, I'll give it a try with the rascal and let you know what I feel. But, I can anticipate already some limitations such as not allowing remote controlling real planes (which is quite cool too) nor starting again the view nearby the plane when you land too far! (as it happened in the videos actually). A better solution plane-side could be to copy-paste the fly-by view with held position as an RC view for RC planes, but that would not address RCing real planes. Now copy-pasting the...

  • eatdirt eatdirt modified a comment on merge request #320

    Here we go, a fly test with the Tower View. Look how the fov is wrong (compared to what a RC pilot would actually see), the auto-zoom is not adequate neither, it makes the view too easy and you can never loose sight of the plane (which may happen in real RC). Also, it is almost impossible to guess distances and parallax. I am even missing the runway while trying to land. tower_view_vp9_1080p.webm Now, with the Fly-by view, plus the hold switch on. I am first switching view from fly-by to fly-by to...

  • eatdirt eatdirt modified a comment on merge request #320

    Here we go, a fly test with the Tower View. Look how the fov is wrong (compared to what a RC pilot would actually see), the auto-zoom is not adequate neither, it makes the view too easy and you can never loss sight of the plane (which may happen in real RC). Also, it is almost impossible to guess distances and parallax. I am even missing the runway while trying to land. tower_view_vp9_1080p.webm Now, with the Fly-by view, plus the hold switch on. I am first switching view from fly-by to fly-by to...

  • eatdirt eatdirt posted a comment on merge request #320

    Here we go, a fly test with the Tower View. Look how the fov is wrong (compared to what a RC pilot would actually see), the auto-zoom is not adequate neither, and it is impossible to guess distances and parallax. I am even missing the runway while trying to land. tower_view_vp9_1080p.webm Now, with the Fly-by view, plus the hold switch on. I am first switching view from fly-by to fly-by to find a position that suits to me, and then fly and land. This is quite realistic and nothing more is needed...

  • eatdirt eatdirt modified a comment on merge request #320

    Hi Stuart, I've spent quite some times testing many things and I disagree. I'll add a video to show why this works, and why the Tower view does not. None of the tower views provide suitable RC views. They're too far, too high and never close to the RC plane. Notice that it is not a new view, just a switch holding the fly-by position, so I don't see any issue in that. Plus, one fantastic, and wanted side-effect, is that if the switch is on (viewer hold still), switching the view from fly-by to fly-by,...

  • eatdirt eatdirt posted a comment on merge request #320

    Hi Stuart, I've spent quite some times testing many things and I disagree. I'll add a video to show why this works, and why the Tower view does not. None of the tower views provide suitable RC views. They're too far, too high and never close to the RC plane. Notice that it is not a new view, just a switch holding the fly-by position, so I don't see any issue in that. Plus, one fantastic, and wanted side-effect, is that if the switch is on (viewer hold still), switching the view from fly-by to fly-by,...

  • eatdirt eatdirt created merge request #320 on FGData

    Add a display option allowing to hold the viewer position in Fly-By view

  • eatdirt eatdirt committed [r7145] on FGAddon

    Rename gui into p51gui to fix namespace conflicts

  • eatdirt eatdirt modified a comment on ticket #2754

    A video showing it. Checking environment variables, it looks like this the wind direction which is discontinuous, it happens 2 times, at altitude 70kft and 50 kft (again the kick could be at tiles transition, i don't know). windkick-SpaceShuttle-TAEM-20230122-233929.webm Edit: My two comments may not be related to this ticket about wind direction, but that could have interfered: https://sourceforge.net/p/flightgear/fgdata/merge-requests/308/

  • eatdirt eatdirt created merge request #308 on FGData

    Revert commit auto-enabling wind interpolator in case of invalid METAR

  • eatdirt eatdirt modified a comment on ticket #2754

    A video showing it. Checking environment variables, it looks like this the wind direction which is discontinuous, it happens 2 times, at altitude 70kft and 50 kft (again the kick could be at tiles transition, i don't know). windkick-SpaceShuttle-TAEM-20230122-233929.webm

  • eatdirt eatdirt modified a comment on ticket #2754

    A video showing it. Checking environment variables, it looks like the direction is discontinuous, it happens 2 times, at altitude 70kft and 50 kft (again the kick could be at tiles transition, i don't know). windkick-SpaceShuttle-TAEM-20230122-233929.webm

  • eatdirt eatdirt modified a comment on ticket #2754

    A video showing it. Checking environment variables, it looks like the direction is discontinuous, it happens 2 times, at altitude 70kft and 55 kft (again the kick could be at tiles transition, i don't know). windkick-SpaceShuttle-TAEM-20230122-233929.webm

  • eatdirt eatdirt posted a comment on ticket #2754

    A video showing it. Checking environment variables, it looks like the direction is discontinuous, it happens 2 times, at altitude 70kft and 55 kft (again the kick could be at tiles transition, i don't know). https://curl.irmp.ucl.ac.be/~chris/upload/fg/tmp/windkick-SpaceShuttle-TAEM-20230122-233929.webm

  • eatdirt eatdirt modified a comment on ticket #2754

    Hi there, I am landing here from https://forum.flightgear.org/viewtopic.php?f=69&t=40711&start=30#p404760. On 2020.4 (and not on 2020.3), when we have live weather enable, all the rest being the default (wind constant), arriving from space we get a huge wind kick at high altitude (80000ft or so). That triggers a lot of problems, the dynamical pressure being low, the Space Shuttle suffers from undamped strong oscillations that challenge the flight. Something changed in the way the winds are dealt...

  • eatdirt eatdirt posted a comment on ticket #2754

    In case this is linked: https://sourceforge.net/p/flightgear/codetickets/2537/ I'll investigate!

  • eatdirt eatdirt posted a comment on ticket #2635

    My contribution :) On Linux, when you are closing FG in full-screen mode, the next session does not start in full screen mode but in a windowed mode having the size of the full screen. On the other hand, stopping flightgear in windowed mode, the next session starts fine, in windowed mode with the same previous resolution. So, yep, we have problems when stopping/starting flightgear in full screen :)

  • eatdirt eatdirt modified a comment on ticket #2754

    Hi there, I am landing here from https://forum.flightgear.org/viewtopic.php?f=69&t=40711&start=30#p404760. On 2020.4 (and not on 2018.4), when we have live weather enable, all the rest being the default (wind constant), arriving from space we get a huge wind kick at high altitude (80000ft or so). That triggers a lot of problems, the dynamical pressure being low, the Space Shuttle suffers from undamped strong oscillations that challenge the flight. Something changed in the way the winds are dealt...

  • eatdirt eatdirt modified a comment on ticket #2754

    Hi there, I am landing here from https://forum.flightgear.org/viewtopic.php?f=69&t=40711&start=30#p404760. On 2020.4 (and not on 2018.4), when we have live weather enable, all the rest being the default (wind constant), arriving from space we get a huge wind kick at high altitude (80000ft or so). That triggers a lot of problems, the dynamical pressure being low, the Space Shuttle suffers from undamped strong oscillations that challenge the flight. Something change in the way the winds are dealt in...

  • eatdirt eatdirt posted a comment on ticket #2754

    Hi there, I am landing here from https://forum.flightgear.org/viewtopic.php?f=69&t=40711&start=30#p404760. On 2020.4 (and not on 2018.4), when we have live weather enable, all the rest being the default (wind constant), arriving from space we get a huge wind kick at high altitude (80000ft or so). That triggers a lot of problem, the dynamical pressure being low, the Space Shuttle suffers from strong oscillations that challenge the flight. Something change in the way the winds are dealt in 2020.4,...

  • eatdirt eatdirt created merge request #47 on Code

    Fix handovers between the rel_orbital and payload_manager's provider of proximity coordinates

  • eatdirt eatdirt posted a comment on merge request #46

    I did not really fix the race conditions by moving computing_proximity() before as both calculations are done in different loops. We need a lock to deactivate one while the other works. Let me fix that in a proper way.

  • eatdirt eatdirt updated merge request #46

    Fix racing between the two proximity calculators within the proximity zone

  • eatdirt eatdirt created merge request #46 on Code

    Fix racing between the two proximity calculators within the proximity zone

  • eatdirt eatdirt posted a comment on ticket #2780

    Well found! I remember some loading of a binary file in the code, maybe it misses data (timezone16.bin), but that would require some work to check all this (FGDATA/Timezone has some info though).

  • eatdirt eatdirt created merge request #45

    Fix multiple entering of targets within the proximity zone

  • eatdirt eatdirt posted a comment on ticket #2780

    Here we go, maybe the Shuttle being fast it just has a highest probability to explore a region where the timezone has a bug? It is really only this, no error after passing this zone, no error before! 190.00 [ALRT]:environment SGTime::updateLocal: Timezone not found for location: lon = -69.3416deg, lat = 12.325deg, elev = 532016m 190.18 [ALRT]:environment SGTime::updateLocal: Timezone not found for location: lon = -69.3269deg, lat = 12.3174deg, elev = 532015m 190.46 [ALRT]:environment SGTime::updateLocal:...

  • eatdirt eatdirt posted a comment on ticket #2780

    I've checked a hard bailout: if (nearestTz) { description = nearestTz->getDescription(); } else { std::cout << " location " << location << " alocaltion " << aLocation; return; } and that is very rarely happening. So, if you want to skip the whole updatelocal above a certain altitude, UTC would be the choice (notice however that all the other functions like sidereal time etc.. are required for space flight). But if the idea is to bailout only when that pointer is null, I would let the local time,...

  • eatdirt eatdirt modified a comment on ticket #2780

    You're right, as usual :) I am having it under gdb, and location and alocation are perfectly fine indeed. And indeed, nearestTz is null as equalized to that guy: print static_tzContainer->getNearest(location) $5 = (SGTimeZone *) 0x0 It's interesting, there is a conditional in the SGTime::init() before trying to getDescription(), but not in updateLocal().

  • eatdirt eatdirt posted a comment on ticket #2780

    You're right, as usual :) I am having it under gdb, and location and alocation are perfectly fine indeed. And indeed, nearestTz is null as equalized to that guy: print static_tzContainer->getNearest(location) $5 = (SGTimeZone *) 0x0

  • eatdirt eatdirt modified a comment on ticket #2780

    In math/SGGeod.hxx, a comment says that a new SGGeod() object is by default created to be invalid for historical reasons. So these lines suggest that when aLocation is invalid there is a pb, but if the problem is to be invalid, having a new object "location" is not going to help! Edit: That seems to be fine, the constructor set invalid to true but reset lon/lat/evel to 0. However, isValid is not checking NaN on elevation, that might be the culprit. I am having this bug in Space, so may be elevation...

  • eatdirt eatdirt modified a comment on ticket #2780

    SGGeod location(aLocation); if (!aLocation.isValid()) { location = SGGeod(); } SGTimeZone* nearestTz = static_tzContainer->getNearest(location);

  • eatdirt eatdirt modified a comment on ticket #2780

    SGGeod location(aLocation); if (!aLocation.isValid()) { location = SGGeod(); } SGTimeZone* nearestTz = static_tzContainer->getNearest(location); huu? In math/SGGeod.hxx, a comment says that a new SGGeod() object is by default created to be invalid for historical reasons. So these lines suggest that when aLocation is invalid there is a pb, but if the problem is to be invalid, having a new object "location" is not going to help! Edit: That seems to be fine, the constructor set invalid to true but reset...

  • eatdirt eatdirt posted a comment on ticket #2780

    SGGeod location(aLocation); if (!aLocation.isValid()) { location = SGGeod(); } SGTimeZone* nearestTz = static_tzContainer->getNearest(location); huu? In math/SGGeod.hxx, a comment says that a new SGGeod() object is by default created to be invalid for historical reasons. So these lines suggest that when aLocation is invalid there is a pb, but if the problem is to be invalid, having a new object "location" is not going to help! I am having this bug in Space, so may be that's the trigger for having...

  • eatdirt eatdirt posted a comment on ticket #2780

    SGGeod location(aLocation); if (!aLocation.isValid()) { location = SGGeod(); } SGTimeZone* nearestTz = static_tzContainer->getNearest(location); huu? In math/SGGeod.hxx, a comment says that a new SGGeod() object is by default created to be invalid for historical reasons. So these lines suggest that when aLocation is invalid there is a pb, but if the problem is to be invalid, having a new object "location" is not going to help! I am having this bug in Space, so may be that's the trigger for having...

  • eatdirt eatdirt posted a comment on ticket #2780

    Mmmm, if SGGeod is returning junk, that could trigger the pb. Might be related to? https://sourceforge.net/p/flightgear/codetickets/2764/

  • eatdirt eatdirt posted a comment on ticket #2780

    Another run (2020.4.0, forgot to say), the same segfault with slightly more info: Thread 1 "fgfs" received signal SIGSEGV, Segmentation fault. SGTime::updateLocal (this=this@entry=0x4c93b70, aLocation=..., root=...) at /usr/src/debug/simgear-2020.4.0-17.mga8.x86_64/simgear/timing/sg_time.cxx:241 241 description = nearestTz->getDescription(); (gdb) bt #0 SGTime::updateLocal (this=this@entry=0x4c93b70, aLocation=..., root=...) at /usr/src/debug/simgear-2020.4.0-17.mga8.x86_64/simgear/timing/sg_time.cxx:241...

  • eatdirt eatdirt created ticket #2780

    segfault in updateLocal

  • eatdirt eatdirt created merge request #300

    Remove an always unsatisfied predicate to a now unset property

  • eatdirt eatdirt created merge request #42

    Spare effect files including shadows' shaders for next

  • eatdirt eatdirt created merge request #298

    Fix default shaders/model value to match gui default setting

  • eatdirt eatdirt posted a comment on ticket #2768

    Check this out too: https://sourceforge.net/p/flightgear/codetickets/2767/ When you're reposition on the carrier, another scenario is created as well. I had the same understanding at first, removed the eisenhower entry from the nimitz_demo, but still have a multiplication of scenarios using the Aircraft repositioning launcher.

  • eatdirt eatdirt posted a comment on merge request #295

    Yes, sure, sorry to not have squashed them myself, just figured out that the pb was also on other carriers after fixing the first!

  • eatdirt eatdirt created ticket #2767

    AI carriers issues when loaded from menu and repositionning

  • eatdirt eatdirt created merge request #295

    Fix various nasal errors in AI carriers

  • eatdirt eatdirt posted a comment on ticket #2379

    I am into carriers these days, coming back to the original issue of that ticket, I don't know how I did not check this out first,: This is happening when the carrier crosses heading=360 degrees while changing course :) PS: I'll dig into that.

  • eatdirt eatdirt posted a comment on ticket #2765

    Yes, 25kts is reasonable, but I've found the gust direction slider to be set at 180 degrees. If I touch it, the maximal scale goes back to 45. I should have a look at the code to see what 180 degrees gust implies.

  • eatdirt eatdirt posted a comment on ticket #2765

    concerning my PS: It seems that the gust setting are sometime very strong, and I see in the docs that they can be automatically set by METAR. If we have a pb with METAR parsing, maybe crazy values land in the gusts setting and that might explain the "shocks"

  • eatdirt eatdirt created ticket #2765

    SEGFAULT with live weather

  • eatdirt eatdirt posted a comment on ticket #2757

    Hi there, "internal compiler error" would suggest the compiler is faulty, and a compiler upgrade could fix it. But from past experience, it could also be memory related, you could try a make -j1 to force using only one thread to minimize memory usage. It might also be some hardware memory issue, compiling is doing a good job in stressing memory :) Good luck!

  • eatdirt eatdirt created ticket #2764

    SIGSEGV in SGGeod from FGAIAircraft

  • eatdirt eatdirt posted a comment on ticket #1206

    Might be, but I don't reproduce this issue. When the 3 joysticks are plugged, I can configure one, but only one. I've rebuilt with the patch mentioned in that ticket, no change!

  • eatdirt eatdirt created ticket #1206

    multiple joysticks under linux

  • eatdirt eatdirt posted a comment on ticket #1205

    I do see some nasty things in the logs: <attstr name="message0" val="FAILED to login in as&#10;&#10;eatspeed&#10;&#10;Wrong username or password"/> It looks like the keyboard input some junks when I type,, see some "$#10" around "eatspeed"!

  • eatdirt eatdirt created ticket #1205

    newcomer master server registering broken?

  • eatdirt eatdirt posted a comment on ticket #1045

    I have a similar pb, hangs at the end of each race when pressing on "continue". Also disappears if I disable music. OpenAL is 1.21, speed-dreams 2.2.3. Let me know if this deserves a new ticket. cheers.

  • eatdirt eatdirt posted a comment on ticket #2478

    Note that latching seems to go wrong if one pauses flightgear or replays then resumes. All right , I did no have the "always latch" option activated, but, you're right, I did a resume after a replay (trigger the replay by accident). I also did a resume of a session in which I crashed in the water by just repositioning the aircraft onto the carrier It happens that I've found the logs of that session, and that is indeed nasty: 1389.31 [INFO]:nasal Initializing F-14 Systems 1389.69 [INFO]:nasal Initializing...

  • eatdirt eatdirt posted a comment on ticket #2478

    All right, woo! That works quite fine actually!! Well done! I've noticed only minor things, happy to help fixing if I can: - the MP radar display is no really clickable anymore, to set course recovery for instance. Still doable from the AI menu though. - Something weird, my radar (on board F-14b) was still showing Vinson at 1.9 nm away, always. I mean, I tried to see what was there, but that virtual Vinson was moving with me, ahead of me. - A slightly less minor issue, I did not manage to get the...

  • eatdirt eatdirt modified a comment on ticket #2478

    Damned... Copy paste of the old command line, you certainly right, I was calling the old carrier MP from my local folder... What a fool... fgfs --fg-aircraft=/home/chris/.Aircraft:/home/chris/.fgfs/Aircraft/org.flightgear.fgaddon.stable_2020/Aircraft --ai-scenario=vinson_demo --aircraft=vinson --callsign=SEADIRT --multiplay=in,30,,5010 --multiplay=out,30,mpserver01.flightgear.org,5000 Tonight, I am redoing a full range of tests with proper arguments!

  • eatdirt eatdirt posted a comment on ticket #2478

    Damned... Copy paste of the old command line, you certainly right, I was calling the old carrier MP from my local folder... What a fool... fgfs --fg-aircraft=/home/chris/.Aircraft:/home/chris/.fgfs/Aircraft/org.flightgear.fgaddon.stable_2020/Aircraft --ai-scenario=vinson_demo --aircraft=vinson --callsign=SEADIRT --multiplay=in,30,,5010 --multiplay=out,30,mpserver01.flightgear.org,5000 Tonight, I am redoing a full range of test with proper arguments!

  • eatdirt eatdirt modified a comment on ticket #2478

    Hi there, I have been off from carrier landing since a while. But I went watching top gun 2 at the cinema, then I could not resist to do some carrier landings again :) All that to say that I gave a try on 2020.4.0 to set an MP-carrier, in vain. The infamous blue plane is there, but the model never gets loaded. I've tried all combination of the new options in the menu (latch, automatically enable AI etc...), toyed the LOD, tried High definition only, no joy :) The MP session runs fine, I do see the...

  • eatdirt eatdirt modified a comment on ticket #2478

    Hi there, I have been off from carrier landing since a while. But I went watching top gun 2 at the cinema, then I could not resist to do some carrier landings again :) All that to say that I gave a try on 2020.4.0 to set an MP-carrier, in vain. The infamous blue plane is there, but the model never gets loaded. I've tried all combination of the new options in the menu (latch, automatically enable AI etc...), toyed the LOD, tried High definition only, no joy :) The MP session runs fine, I do see the...

  • eatdirt eatdirt posted a comment on ticket #2478

    Hi there, I have been off from carrier landing since a while. But I went watching top gun 2 at the cinema, then I could not resist to do some carrier landings again :) All that to say that I gave a try on 2020.4.0 to set an MP-carrier, in vain. The infamous blue plane is there, but the model never gets loaded. I've tried all combination of the new options in the menu (latch, automatically enable AI etc...), toyed the LOD, tried High definition only, no joy :) The MP session runs fine, I do see the...

  • eatdirt eatdirt posted a comment on ticket #2734

    Yea, bug is closed. Thanks for the fixes!

  • eatdirt eatdirt posted a comment on ticket #2734

    Hello there, I've played with the new options. Concerning /sim/thread-cpu-affinity set to 'none' or 'osg' does the same for me, it has, as before, one thread locked onto core 2 (see previous posts). However, resetting the affinity in sim with /sim/affinity-control=clear works, this affinity to core 2 disappears. Setting "revert" also works, affinity to core 2 comes back. Starting with default OSG affinity settings in which all threads are on core 1 & 2, this affinity-control prop works as expected....

  • eatdirt eatdirt modified a comment on ticket #2734

    Seems to be an old story, long to read, but that's exactly what we are facing. https://osg-users.openscenegraph.narkive.com/685ht2bm/singlethreaded-leading-to-whole-application-just-running-on-one-core

  • eatdirt eatdirt posted a comment on ticket #2734

    Seems to be an old story: https://osg-users.openscenegraph.narkive.com/685ht2bm/singlethreaded-leading-to-whole-application-just-running-on-one-core

  • eatdirt eatdirt posted a comment on ticket #2734

    Ok, that definitely unlocked things. I'll start with the sure thing: This guy unset: --prop:/sim/rendering/multithreading-mode with this: --prop:bool:/sim/thread-cpu-affinity=false for the UFO. Not encoding: 881150 chris 20 0 6428048 5.0g 132140 R 98.3 10.7 1:45.99 fgfs 881278 chris 20 0 6428048 5.0g 132140 S 0.7 10.7 0:00.62 fgfs 881153 chris 20 0 6428048 5.0g 132140 S 0.0 10.7 0:00.01 QXcbEventQueue 881269 chris 20 0 6428048 5.0g 132140 S 0.0 10.7 0:00.00 fgfs 881272 chris 20 0 6428048 5.0g 132140...

  • eatdirt eatdirt posted a comment on ticket #2734

    Just wanted to add that I suspect it is dramatic for me alone due to the resolution. For instance, even with 1 thread, when I resized the window to 800x600, the fps goes down but remain usable, like 20 fps. But full screen, that is a down to 4-5. Since the bandwitdh required scales as the square of the resolution, that goes down fast with high res!

  • eatdirt eatdirt posted a comment on ticket #2734

    Ok, here we go without running the video encoding: pid 669079's current affinity mask: 1 pid 669082's current affinity mask: ffffff pid 669094's current affinity mask: 1 pid 669095's current affinity mask: 1 pid 669096's current affinity mask: 1 pid 669097's current affinity mask: 1 pid 669098's current affinity mask: 2 pid 669100's current affinity mask: 1 pid 669101's current affinity mask: 1 pid 669102's current affinity mask: 1 pid 669103's current affinity mask: 1 pid 669113's current affinity...

  • eatdirt eatdirt posted a comment on ticket #2734

    All right, thanks for the feedback, I did the test and property locking is not the cause, the fps drops is about the same when I switch on video recording (or when that nasal space shuttle (STS) thread runs). I have not been able to test the nightly appimage, it segfaults when I start it, in dbus. That's most probably some incompatible dbus library versionning between the nightly build and my system, so nothing fancy there. Looking for ressources, I've tried the FG system monitor, but that looks...

  • eatdirt eatdirt posted a comment on ticket #2734

    I've noticed something weird with 2020.4.0, that could be related. One of the nasal module for the SpaceShuttle uses an extra-thread to do some calculations. With 2020.4.0, I have a huge fps drop when this thread is running. The problem may not be in ffmpeg but the way these threads are implemented? Did something change in our threading implementation, like some extra locking?

  • eatdirt eatdirt modified a comment on ticket #2734

    I've just built and tested recordmydesktop, I did not know this one. It takes at most 1% of CPU during the recording, then 100% after pressing CTRL+C when dumping the ogv file. For ffmpeg, I've never tested calling the libs, but I'am using regularly the ffmpeg binary for encoding 4K images into 4K lossless films (x264). All the 24 cores are full steam when doing so. I can also have a look to the simgear code, maybe that would give me some clue on what could be wrong with my ffmpeg install, if any....

  • eatdirt eatdirt posted a comment on ticket #2734

    I've just build and tested recordmydesktop, I did not know this one. It takes at most 1% of CPU during the recording, then 100% after pressing CTRL+C when dumping the ogv file. For ffmpeg, I've never tested calling the libs, but I'am using regularly the ffmpeg binary for encoding 4K images into 4K lossless films (x264). All the 24 cores are full steam when doing so. I can also have a look to the simgear code, maybe that would give me some clue on what could be wrong with my ffmpeg install, if any....

  • eatdirt eatdirt modified a comment on ticket #2734

    But i'm a little suspicious of your setup here It is built with hardened compilation options, namely not higher than -O2 and sse2, threads enable, to be distributed under Mageia linux. So, it indeed may differ from the nightly build, but it is certainly closer to what distros will be distributing. If you have a suspicion of a bug related to built options, I can provide full details of the cmake command use to do the build (simgear and/or flightgear)? Another thing I've noted is that the default CRF...

  • eatdirt eatdirt posted a comment on ticket #2734

    But i'm a little suspicious of your setup here It is built with hardened compilation options, namely not higher than -O2 and sse2, to be distributed under Mageia linux. So, it indeed may differ from the nightly build, but it certainly is closer to what distro will be distributing. If you have a suspicion of a bug related to built options, I can provide full details of the cmake command use to do the build (simgear and/or flightgear)?

  • eatdirt eatdirt created ticket #2734

    Video encoding FPS problems

  • eatdirt eatdirt created ticket #70

    ffmpeg-5 and its API breaks

  • eatdirt eatdirt posted a comment on discussion Help

    Here we go, a new ffmpeg-5 is around and various missing symbols pop up while trying to build wxsvg-1.5.13. Just a head-up if some devs could have a look at it! thanks, cheers, chris.

  • eatdirt eatdirt created merge request #34

    Implement CCTV overlay for the SRMS view with canvas

  • eatdirt eatdirt created merge request #285

    Minor ALS filters fixes

  • eatdirt eatdirt updated merge request #283

    Add a CCTV-like overlay to the set of ALS filters

  • eatdirt eatdirt posted a comment on merge request #283

    This one won't make it as per decided on the mailing list, too bad :-/

  • eatdirt eatdirt created merge request #283

    Add a CCTV-like overlay to the set of ALS filters

  • eatdirt eatdirt posted a comment on merge request #104

    Fantastic, thanks !! I'll resume works on a new ALS filter for CCTV and will update then the fgdata/Thanks file with due credits to Gaia for the usage of their data!

  • eatdirt eatdirt posted a comment on merge request #104

    All right, it is ready to go now. The texture in fgdata has been replaced with one made by myself from scratch (https://forum.flightgear.org/viewtopic.php?f=87&t=35076&p=397726#p397678). I am happy to write somewhere whatever is needed for it to be included in flightgear, of course :) However, to create this texture, I used public domain data from ESA, and they demand to be credited (https://gea.esac.esa.int/archive/documentation/GEDR3/Miscellaneous/sec_credit_and_citation_instructions/) I can add...

  • eatdirt eatdirt posted a comment on merge request #104

    Sorry for the delay, thanks! Let's wait a bit for the merge. We have a copyright problem with the texture, which is CC-3.0 and not re-distributable under GPL. I've contacted ESA to get an explicit agreement, but in the meanwhile, I've almost sorted out how to generate that texture myself straight from the data (which are public domain). I'll update the merge request with my own texture to bypass that CC-3.0 restriction!

  • eatdirt eatdirt modified a comment on merge request #104

    I understand your wish, and, I think it might be eventually possible to code that using both altitude and daylight as conditioners to either load the texture or not. But I think the coding and complexity burden added would be more damaging than not doing it at all. I'll try to explain the motivations for that: First, I do not see how to load the texture out of simgear without getting into a lot of complexity. To be aligned where it should, I have to do 3 rotations in the constructor to go from galactic...

  • eatdirt eatdirt modified a comment on merge request #104

    I understand your wish, and, I think it might be eventually possible to code that using both altitude and daylight as conditioners to either load the texture or not. But I think the coding and complexity burden added would be more damaging than not doing it at all. I'll try to explain the motivations for that: First, I do not see how to load the texture out of simgear without getting into a lot of complexity. To be aligned where it should, I have to do 3 rotations in the constructor to go from galactic...

  • eatdirt eatdirt modified a comment on merge request #104

    I understand your wish, and, I think it might be eventually possible to code that using both altitude and daylight as conditioners to either load the texture or not. But I think the coding and complexity burden added would be more damaging than not doing it at all. I'll try to explain the motivations for that: First, I do not see how to load the texture out of simgear without getting into a lot of complexity. To be aligned where it should, I have to do 3 rotations in the constructor to go from galactic...

  • eatdirt eatdirt modified a comment on merge request #104

    I understand your wish, and, I think it might be eventually possible to code that using both altitude and daylight as conditioners to either load the texture or not. But I think the coding and complexity burden added would be more damaging than not doing it at all. I'll try to explain the motivations for that: First, I do not see how to load the texture out of simgear without getting into a lot of complexity. To be aligned where it should, I have to do 3 rotations in the constructor to go from galactic...

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