FlightGear Newsletter October 2016: Difference between revisions

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{{draft|newsletter|Please feel free to add content that you think will be of interest to the FlightGear community.<br>You can read the latest newsletter at [[FlightGear Newsletter September 2016]].}}
{{Newsletter-header|October 2016}}
{{Newsletter-header|October 2016}}
<div style="border-bottom:3px double #BBB;">
<div style="border-bottom:3px double #BBB;">
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[[#Next default airport|Next default airport]]<br>
[[#Next default airport|Next default airport]]<br>
[[#Git multimail script updated|Git multimail script updated]]<br>
[[#Git multimail script updated|Git multimail script updated]]<br>
[[#Local apt.dat versions support|Local apt.dat versions support]]<br>
[[#Standalone Canvas NavDisplay dialog|Standalone Canvas NavDisplay dialog]]<br>
[[#Benchmarking Canvas path performance|Benchmarking Canvas path performance]]<br>
[[#Streaming a Canvas via HTTP|Streaming a Canvas via HTTP]]<br>
| valign="top" width="33%" |
{{Newsletter-cover-header|In the hangar}}<br>
{{Newsletter-cover-header|In the hangar}}<br>
| valign="top" width="33%" |
[[#MBB/Kawasaki BK 117|MBB/Kawasaki BK 117]]<br>
[[#2016 Camaro SS|2016 Camaro SS]]<br>
{{Newsletter-cover-header|Scenery Corner}}<br>
{{Newsletter-cover-header|Scenery Corner}}<br>
[[#Scenery/LOD experiments|Scenery/LOD experiments]]<br>
[[#New experimental terrain engine|New experimental terrain engine]]<br>
{{Newsletter-cover-header|Community News}}<br>
  | valign="top" width="33%" |
  | valign="top" width="33%" |
{{Newsletter-cover-header|Contributing}}<br>
{{Newsletter-cover-header|Contributing}}<br>
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|author = chris_blues
|author = chris_blues
|date  = Oct 4th, 2016
|date  = Oct 4th, 2016
}}</ref> Some details about the airport can be found [https://forum.flightgear.org/viewtopic.php?f=42&t=30471&start=15#p295274 here].
}}</ref> Some details about the airport can be found [https://forum.flightgear.org/viewtopic.php?p=295274#p295274 here].


=== Git multimail script updated ===
=== Git multimail script updated ===
Line 41: Line 44:


=== Local apt.dat versions support ===
=== Local apt.dat versions support ===
{{WIP}}
Thanks to work by Florent Rougon, multiple apt.dat files (which contain airport data) can now be loaded, rather than the single <tt>''[[$FG_ROOT]]/Airports/apt.dat.gz''</tt>.<ref>{{cite web
Thanks to work by Florent Rougon, multiple apt.dat files can now be loaded.
|url    = https://forum.flightgear.org/viewtopic.php?p=296919#p296919
apt.dat now supports local versions:
|title  = apt.dat - local version(s)
|author = Alant
|date  = Oct 18th, 2016
|added  = Oct 18th, 2016
|script_version = 0.40
}}</ref> These files (either <tt>*.dat</tt> or <tt>*.dat.gz</tt>) can be loaded from <tt>'''''Scenery path'''/NavData/apt/''</tt>, where '''Scenery path''' is any path specified by the <code>--fg-scenery</code> command line option. These will take precedence over the default one (<tt>''[[$FG_ROOT]]/Airports/apt.dat.gz''</tt>). Note that any change to apt.dat files should continue to be submitted to the [https://gateway.x-plane.com/ X-Plane gateway] so that they will eventually be included in the main distribution.


Local NavData directory support was added very recently, it wasn't included in 2016.3.1. But even when you do have a more recent version, you still need to use TerraGear to actually generate the visible terrain. NavData is only used for maps, startup locations etc., while the physical layout including runways and taxiways has to be generated in advance with TerraGear.<ref>{{cite web
=== Standalone Canvas NavDisplay dialog ===  
  |url    = https://forum.flightgear.org/viewtopic.php?p=297382#p297382
[[File:ND-dialog-customizable-size-and-instances.png|thumb|Screenshot showing the dialog with two independent NavDisplay instances]]
  |title  = <nowiki> Re:  </nowiki>
  |author = <nowiki> Gijs </nowiki>
  |date  = Oct 25th, 2016
  |added  =  Oct 25th, 2016
  |script_version = 0.40
  }}</ref>


the NavData/apt/*.dat[.gz] files will allow you to see airports on the map, but to see actual 3D terrain different from what is already in TerraSync, running TerraGear and using its output(*) will be necessary.
Hooray has been working on a dialog to easily develop, test and prototype new [[NavDisplay]] styles. It is capable of showing multiple NavDisplay instances, which can be controlled and tested independently (using different settings for range, modes, traffic, etc.). The dialog will also reload the styles file (navdisplay.mfd) when it is reopened (or the selected style changed), meaning that FlightGear doesn't have to be restarted every time changes are made.


<ref>{{cite web
As of 10/2016, this is pending review by Gijs and Hyde before it can be committed to the base package.
  |url    =  https://forum.flightgear.org/viewtopic.php?p=297391#p297391
  |title  =  <nowiki> Re:  </nowiki>
  |author =  <nowiki> rominet </nowiki>
  |date  =  Oct 25th, 2016  
  |added  =  Oct 25th, 2016
  |script_version = 0.40
  }}</ref>


''Continue reading at [[Howto:Prototyping a new NavDisplay Style]]…''


It is now possible to have one or more local apt.dat files each containing data for one or more airfields.  The airfields in the local apt.dat files take precedence over the contents of the apt.dat.g file that is distributed as part of fgdata. - in much the same way as local custom scenery takes preference over terragear scenery.
=== Benchmarking Canvas path performance ===
If you are using WED, the apt.dat output by that program is suitable.
[[File:Shuttle avionics meds pfd orbit.jpg|thumb|A screenshot of the ADI ball]]
To use it add a folder NavData/apt in your fg-scenery and place your private files in that folder. <ref>{{cite web
As part of the development of the [[Space Shuttle]], Thorsten has added a [[Canvas]]-based [[Shuttle ADI ball|ADI ball]]. However, it is somewhat of a resource hog.<ref>{{cite web
  |url    = https://forum.flightgear.org/viewtopic.php?p=296919#p296919
|url    = https://forum.flightgear.org/viewtopic.php?p=297596#p297596
  |title  = <nowiki> apt.dat - local version(s) </nowiki>
|title  = Re: Nasal must go
  |author = <nowiki> Alant </nowiki>
|author = Thorsten
  |date  =  Oct 18th, 2016
|date  = Oct 28th, 2016
  |added  = Oct 18th, 2016
|added  = Oct 28th, 2016
  |script_version = 0.40
|script_version = 0.40
  }}</ref>
}}</ref> As can be seen from the screenshot of it, it is very complex and involves a lot of calculations.<ref>{{cite web
Of course, your apt.dat changes should continue to be submitted to the Xplane gateway so that they will eventually be included in the main distribution.<ref>{{cite web
|url    = https://forum.flightgear.org/viewtopic.php?p=297665#p297665
  |url    =  https://forum.flightgear.org/viewtopic.php?p=296919#p296919
|title  = Re: Nasal must go
  |title  =  <nowiki> apt.dat - local version(s) </nowiki>
|author = Thorsten
  |author =  <nowiki> Alant </nowiki>
|date  = Oct 29th, 2016
  |date  =  Oct 18th, 2016
|added  = Oct 29th, 2016
  |added  =  Oct 18th, 2016
|script_version = 0.40
  |script_version = 0.40
}}</ref> However, performance tests indicate that the cause of the bottleneck is the huge amount of [[Property Tree|property]] manipulation involved during each update, ''after'' the actual calculations have been completed. This has also been shown to be a problem for any very complex Canvas.
  }}</ref>
 
 
No need for any command-line option. As I wrote in <https://sourceforge.net/p/flightgear/mailman/message/35424973/>;, you have to put your apt.dat files (any name ending with .dat or .dat.g is OK) in a structure like the following:
<pre>
Scenery path
├── NavData
│  ├── apt
|  |  ├── vrmg.dat
|  |  ├── vrmh.dat
|  |  ├── vrmk.dat
        ├── vrmm.dat
        ├── vrmo.dat.gz
        └── vrmt.dat
</pre>
 
where "Scenery path" can be any of you scenery paths (e.g., any component of --fg-scenery/$FG_SCENERY; the path given to --terrasync-dir is also one). The files read are all NavData/apt/*.dat[.gz] files inside each scenery path, followed by the default $FG_ROOT/Airports/apt.dat.gz (last in precedence order, thus allowing your custom sceneries to override airports already present in $FG_ROOT/Airports/apt.dat.gz). In the typical case, just put your apt.dat files(*) in the NavData/apt subdirectory of your custom scenery and they will be picked up automatically. In each of these files, you may include as many airport definitions as you want. (*) Actually, any name ending with .dat or .dat.gz---but the syntax inside, of course, must be valid "apt.dat syntax". And if the file name ends in .gz, of course the contents must be gzipped-compressed. <ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35432391/
  |title  =  <nowiki> Re: [Flightgear-devel] apt.dat - add local version ? </nowiki>
  |author =  <nowiki> Florent Rougon </nowiki>
  |date  =  Oct 17th, 2016
  |added  =  Oct 17th, 2016
  |script_version = 0.40
  }}</ref>
 
The rule is that your file(s) must end in .dat (or .dat.g if gzip-compressed), there is no requirement to use the airport code in the file name, although of course it is clearer this way if you have one apt.dat file per airport. But it is also possible to have many airports in one big apt.dat or apt.dat.gz file like the $FG_ROOT/Airports/apt.dat.gz that comes with FG.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=297374#p297374
  |title  =  <nowiki> Re:  </nowiki>
  |author =  <nowiki> rominet </nowiki>
  |date  =  Oct 25th, 2016
  |added  =  Oct 25th, 2016
  |script_version = 0.40
  }}</ref>
you shouldn't add things yourself to the TerraSync folder or even, in this case, to K:\Program Files (x86)\FlightGear 2016.3.1\data created by the FG installation. You should just create a '''new''' folder for your custom scenery (k:\myflightgear\myscenery was an example, choose whatever you want) and declare it as a scenery path to FG. The Airports, Objects and Terrain subfolders are standard folders inside custom sceneries, so in the end if your custom scenery is non-empty, you'll have at least Objects or Terrain.<ref>{{cite web
  |url    = https://forum.flightgear.org/viewtopic.php?p=297374#p297374
  |title  = <nowiki> Re: </nowiki>
  |author = <nowiki> rominet </nowiki>
  |date  = Oct 25th, 2016  
  |added  = Oct 25th, 2016  
  |script_version = 0.40  
  }}</ref>
As for the startup locations, it is definitely good for the future to include them in these files, but current FG only takes them from groundnet.xml files AFAIK, not apt.dat files (however, I've seen people post links about conversion tools from apt.dat format to groundnet.xml format, so probably the best way currently is to use apt.dat/WED as your primary data source even for startup locations/parkings and generate the groundnet.xml files from that). FFGo does read startup locations from $FG_ROOT/Airports/apt.dat.g, not yet from NavData/apt/*.dat[.gz] files inside scenery paths, but this is coming...<ref>{{cite web
  |url    = https://forum.flightgear.org/viewtopic.php?p=297391#p297391
  |title  = <nowiki> Re: </nowiki>
  |author = <nowiki> rominet </nowiki>
  |date  = Oct 25th, 2016  
  |added  = Oct 25th, 2016  
  |script_version = 0.40  
  }}</ref>
 
=== A standalone Canvas NavDisplay Dialog ===
[[File:ND-dialog-customizable-size-and-instances.png|left|thumb|Screenshot showing a [[PUI]] dialog with two [[NavDisplay]] instances, featuring support for customizable resolution/size of the ND as well as selectable number of NDs to be shown.]]
[[File:ND-Airbus-Style-With-Route.png|thumb|Screenshot showing Gijs' [[NavDisplay]] using the Airbus style created by artix in a [[PUI]] dialog with an embedded [[Canvas]] widget to render the ND and the corresponding widgets.]]
 
In the last couple of days, we have created a new dialog that can be used to easily prototype new [[NavDisplay]] styles, showing multiple ND instances for each pilot, which can be controlled/tested independently (using different settings for range, modes, traffic etc). Once the dialog is closed/reopened, the underlying navdisplay.mfd/styles files are also automatically reloaded from disk, so that you don't need to exit/restart fgfs to test your changes.
 
Under the hood, this is a conventoinal PUI/XML dialog with multiple embedded CanvasWidget areas that instantiate independent ND instances using a subset of the code commonly found in the aircraft specific ND.nas file, adapted to use the embedded Canvas region for rendering multiple NDs and GUI buttons/widgets added to control the whole thing without necessarily requiring a fully developed cockpit.
 
Thus, this is also a great tool for people flying aircraft that may not even have access to n ND.
 
Obviously, this is particularly useful for rapid prototyping ("RAD"), i.e. quickly testing additions and changes without having to exit/restart fgfs and without having a full aircraft developed yet.
 
[[File:Canvas-nd-menubar-entry.png|thumb|Screenshot showing  [[PUI]] menubar with added '''Canvas NavDisplay''' entry for the Canvas ND dialog.]]
 
 
This is currently pending review by Gijs and Hyde before it can be committed to the  base package.
 
Continue reading at [[Howto:Prototyping a new NavDisplay Style]]...
 
=== Benchmarking Canvas Path Performance ===


Thorsten has done a few performance tests, and the [[Shuttle ADI ball]] at full glory is a resource hog (mainly property throughput, canvas isn't good at that kind of problem...).<ref>{{cite web
Some ways to help reduce bottlenecks include using {{func link|getprop()}}/{{func link|setprop()}} instead of [[Nasal library/props|props.nas APIs]] and using variables instead of properties where possible.<ref>{{cite web
|url    = https://forum.flightgear.org/viewtopic.php?p=289447#p289447
|url    = https://sourceforge.net/p/flightgear/mailman/message/30724363/
|title  = Re: Space Shuttle
|title  = <nowiki>Re: [Flightgear-devel] Nasal props API relative path support</nowiki>
|author = Thorsten
|author = Thorsten Renk
|date  = Aug 26th, 2016
|date  = Apr 15th, 2013
|added  = Aug 26th, 2016
|added  = Apr 15th, 2013
|script_version = 0.40  
|script_version = 0.40
}}</ref>
}}</ref>


The bottleneck is rendering the ADI-created property IO when this is at high quality if the GPU is fast enough.<ref>{{cite web
''Continue reading at [[Howto:Canvas Path Benchmarking]]…''
  |url    =  https://forum.flightgear.org/viewtopic.php?p=293165#p293165
  |title  =  <nowiki> Re: Space Shuttle </nowiki>
  |author =  <nowiki> Thorsten </nowiki>
  |date  =  Aug 26th, 2016
  |added  =  Aug 26th, 2016
  |script_version = 0.40
  }}</ref>
 
[[File:Shuttle avionics meds pfd orbit.jpg|left|thumb|The center portion of the ADI ball consists of the line grid which is generated by projecting a pattern of meridians and coordinate circles on a sphere into 2d space and then clipping the central portion out of it.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=297665#p297665
  |title  =  <nowiki> Re: Nasal must go </nowiki>
  |author =  <nowiki> Thorsten </nowiki>
  |date  =  Oct 29th, 2016
  |added  =  Oct 29th, 2016
  |script_version = 0.40
  }}</ref>
]]
 
 
The actual bottleneck is the ADI ball canvas code, because all needs to be done in the same frame, and the ADI should be updating reasonably fast. Also, getting the properties to display is not the issue, setting the points for canvas is.
 
For the MFDs... let's go through the numbers. We have 40 pages by now, each displays on average something like 50 properties. That's 2000 getprop calls for the data provider to manage. At 3 Hz, and 30 fps, that's 200 requests per frame.
 
Now, if these 40, no more than 9 different ones can actually be on at any given time - so that's 450 getprop calls if you do it without data provider.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=297596#p297596
  |title  =  <nowiki> Re: Nasal must go </nowiki>
  |author =  <nowiki> Thorsten </nowiki>
  |date  =  Oct 28th, 2016
  |added  =  Oct 28th, 2016
  |script_version = 0.40
  }}</ref>
 
Assembling a property path by string manipulation may be in theory less appealing, but it is in practice 3 to 10 times faster than using the props module (implemented in scripting space)- Thorsten has made several benchmark tests, all leading to the same result. Large-scale property manipulation from Nasal is performance hungry and should be avoided if possible by using Nasal-internal variables instead, and if it needs to be done, getprop() /setprop() offer significantly superior performance. If you dig a bit in the mailing list archive, there should be a post with the actual benchmark test results.<ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/30724363/
  |title  =  <nowiki> Re: [Flightgear-devel] Nasal props API relative path support </nowiki>
  |author =  <nowiki> Renk Thorsten </nowiki>
  |date  =  Apr 15th, 2013
  |added  =  Apr 15th, 2013
  |script_version = 0.40
  }}</ref>
 
In the second case the property tree is being walked trough by the C++ code while in the first case it's done in Nasal. <ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/26170047/
  |title  =  <nowiki> Re: [Flightgear-devel] Musings on optimizing Nasal code </nowiki>
  |author =  <nowiki> Erik Hofman </nowiki>
  |date  =  Sep 15th, 2010
  |added  =  Sep 15th, 2010
  |script_version = 0.40
  }}</ref>
 
[[File:Canvas-path-benchmarking.png|thumb|Screenshot showing a Canvas GUI dialog with 3000 random OpenVG paths (line segments) drawn (for benchmarking purposes) <ref>https://forum.flightgear.org/viewtopic.php?f=71&t=30864&hilit=removeAllChildren</ref>]]
 
 
Continue reading at [[Howto:Canvas Path Benchmarking]] ...
 
=== Live-Streaming a Canvas via HTTP ===
 
[[File:Canvas-ND-live-streaming-via-httpd.png|left|thumb|Screenshot showing a single Canvas texture ([[NavDisplay]]) streamed to firefox via httpd at 2hz <ref>https://forum.flightgear.org/viewtopic.php?f=71&t=30642&p=297716#p297716</ref>]]
 
There are situations, e.g., for home cockpit builders <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=296448#p296448
  |title  =  <nowiki> Canvas remote drawing </nowiki>
  |author =  <nowiki> ThomasS </nowiki>
  |date  =  Oct 10th, 2016
  |added  =  Oct 10th, 2016
  |script_version = 0.40
  }}</ref>, where it is useful to display instruments like a [[PFD]], [[ND]], EICAS or any [[MFD]] externally from the FlightGear 3D main window in a separate window or on a separate monitor, computer or a mobile device <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=214980#p214980
  |title  =  <nowiki> Need to Create a Standalone PFD </nowiki>
  |author =  <nowiki> deena102 </nowiki>
  |date  =  Jul 18th, 2014
  |added  =  Jul 18th, 2014
  |script_version = 0.40
  }}</ref> <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=199428#p199428
  |title  =  <nowiki> Re: TQ/Panel for FG made with Kivy </nowiki>
  |author =  <nowiki> pommesschranke </nowiki>
  |date  =  Jan 31st, 2014
  |added  =  Jan 31st, 2014
  |script_version = 0.40
  }}</ref> <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=169150#p169150
  |title  =  <nowiki> Re: using FGpanel to display various instruments and electri </nowiki>
  |author =  <nowiki> someguy </nowiki>
  |date  =  Oct 23rd, 2012
  |added  =  Oct 23rd, 2012
  |script_version = 0.40
  }}</ref>.
 
Many of these avionics/graphics are created by FlightGear's 2D drawing [[Canvas]] system internally.
 
 
In addition there, are a number of other use-cases where being able to obtain a Canvas from fgfs using a network protocol like http may be desirable (e.g. imagine getting a tilemap based on actual scenery from FlightGear <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=203495#p203495
  |title  =  <nowiki> Re: Atlas still in use ? </nowiki>
  |author =  <nowiki> Torsten </nowiki>
  |date  =  Mar 17th, 2014
  |added  =  Mar 17th, 2014
  |script_version = 0.40
  }}</ref>) <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=192817#p192817
  |title  =  <nowiki> How to simulate capturing an image using a camera </nowiki>
  |author =  <nowiki> roy111 </nowiki>
  |date  =  Oct 29th, 2013
  |added  =  Oct 29th, 2013
  |script_version = 0.40
  }}</ref><ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=219105#p219105
  |title  =  <nowiki> FGWebPanel aka FGPanel 2.0 or: FGPanel goes html </nowiki>
  |author =  <nowiki> Torsten </nowiki>
  |date  =  Sep 22nd, 2014
  |added  =  Sep 22nd, 2014
  |script_version = 0.40
  }}</ref>.
 
 
ThomasS has created a patch for FlightGear for downloading any canvas image from a running FlightGear process by HTTP by serializing it to a raster image and serving that via the built-in mongoose based httpd server created by Torsten <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=213146#p213146
  |title  =  <nowiki> Serializing a  </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Jun 22nd, 2014
  |added  =  Jun 22nd, 2014
  |script_version = 0.40
  }}</ref> <ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=203550#p203550
  |title  =  <nowiki> Re: Atlas still in use ? </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Mar 18th, 2014
  |added  =  Mar 18th, 2014
  |script_version = 0.40
  }}</ref>.
 
This could be considered the groundwork needed for more sophisticated use-cases such as e.g. actually streaming a live video of a certain MFD to a browser.


=== Streaming a Canvas via HTTP ===
[[File:Canvas-ND-live-streaming-via-httpd.png|thumb|Screenshot showing a [[NavDisplay]]) streamed to Mozilla Firefox]]
ThomasS has created a patch for FlightGear for downloading any [[Canvas]] image from a running FlightGear process via HTTP.<ref>{{cite web
|url    = https://forum.flightgear.org/viewtopic.php?p=296627#p296627
|title  = Re: Canvas remote drawing
|author = ThomasS
|date  = Oct 10th, 2016
|added  = Oct 10th, 2016
|script_version = 0.40
}}</ref> This is useful for situations such as displaying instruments on a separate monitor. This should be considered as merely the groundwork needed for more sophisticated use-cases and a corresponding implementation.


Continue reading at [[Read canvas image by HTTP]]
''Continue reading at [[Read canvas image by HTTP]]…''


== In the hangar ==
== In the hangar ==
=== MBB BK117 ===
=== MBB/Kawasaki BK 117 ===
[[User:HHS|HHS]], the author of the [[Eurocopter EC135|Eurocopter EC 135 P2]], [[EC130|EC 130 B4]] and [[Cessna 182S|Cessna 182 S]] will try again to get the [[MBB Bk 117|MBB BK 117]] model ready for FGAddon. Unfortunately time is limited, so he will need help.
User {{usr|HHS}}, the author of the [[Eurocopter EC135|Eurocopter EC135 P2]], [[EC130|Eurocopter EC130 B4]] and [[Cessna 182S|Cessna 182S Skylane]] is trying to the '''[[MBB Bk 117|MBB/Kawasaki BK 117]]''' into FlightGear. Unfortunately time is limited, so he will need help.


When you have some spare time left, interested in heliopters and always wished to improve things, you might want to apply to this job. More informations on: [[MBB Bk 117|MBB Bk 117 wiki-page]]
When you have some spare time, are interested in helicopters, and always wished to improve things, you might want to apply for this job. Find out more on the [[MBB Bk 117|wiki page]].


=== 2016 Camaro SS and more ===
=== 2016 Camaro SS ===
Auskunst is currently seeking help to improve the handling of his 2016 Camaro SS and another future automobile project. If you have experience of tweaking YASIM FDM, you can apply the job by clicking [https://bulldogrs.wordpress.com/2016/10/16/help-request-1-0-yasim-fdm-expert/ here]
Auskunst is seeking help to improve the handling of his '''2016 Camaro SS''' and another future automobile project. If you have experience in tweaking [[YASim]] [[FDM]]s, you can find out more [https://bulldogrs.wordpress.com/2016/10/16/help-request-1-0-yasim-fdm-expert/ here].


== Scenery corner ==
== Scenery corner ==
=== Scenery/LOD experiments ===
=== New experimental terrain engine ===
psadro_gm has the normal calculations, now.  Everything is being generated on the fly.  psadro_gm sees very little CPU usage.
psadro_gm has been working on an experimental terrain engine. It works by using shaders and raster images to form the terrain. As of 10/2016, it allows for terrain generation on-the-fly and changes in the level of detail (LOD).<ref>{{cite web
Still lot's to do - e.g. need to sample 1 extra pixel in the DEM so edges of tiles get correct normals ( you can see the edges )
|url    = https://forum.flightgear.org/viewtopic.php?p=295882#p295882
 
|title  = Re: Next-generation scenery generating?
Also, psadro_gm hasn't created skirts, yet, so there are gaps between levels.
|author = psadro_gm
 
|date  = Oct 1st, 2016
psadro_gm will add to Mathias' tunables to select grid spacing at each LOD level, to see if we can minimie the popping.
|added  = Oct 1st, 2016
Note: the texture is just 1 4096x4096 sheet for the whole planet.  It'll be nice to see what we can do with procedural texturing.<ref>{{cite web
|script_version = 0.40
  |url    = https://forum.flightgear.org/viewtopic.php?p=295882#p295882  
}}</ref> If the does get integrated fully, it will render [[TerraGear]] obsolete. However, there is still a lot of development work to do. The below videos show the change in LOD as one flies closer to the terrain.
  |title  = <nowiki> Re: Next-generation scenery generating? </nowiki>
  |author = <nowiki> psadro_gm </nowiki>
  |date  = Oct 1st, 2016  
  |added  = Oct 1st, 2016  
  |script_version = 0.40  
  }}</ref>
 
As far as creating ws3.0, let's see how the experimental engine works out. It basically does away with terragear, and uses standard gis tools for all elevation, landclass editing.<ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35448526/
  |title  =  <nowiki> Re: [Flightgear-devel] apt.dat - add local version ? </nowiki>
  |author =  <nowiki> Peter Sadrozinski </nowiki>
  |date  =  Oct 24th, 2016
  |added  =  Oct 24th, 2016
  |script_version = 0.40
  }}</ref>
 
Terragear was never meant as a 'users' tool.  It was designed to generate world scenery ( the whole planet at once ), not individual custom scenery locations.
 
That said, there have been some ( mostly unsuccessful ) attempts to make it more user friendly.   We will see how far the new scenery experiments get us.  If it shows enough promise, perhaps it will become the way forward, and terragear will mostly disappear.  QGIS or GRASS, along with a few scripts will all that you would need to generate custom scenery, then.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=296211#p296211
  |title  =  <nowiki> Re: terragear wont build </nowiki>
  |author =  <nowiki> psadro_gm </nowiki>
  |date  =  Oct 7th, 2016
  |added  =  Oct 7th, 2016
  |script_version = 0.40
  }}</ref>
 
 
 
To learn more, see [[Experimental terrain engine]]


{{#ev:youtube|-eWEB0-j7zk}} {{#ev:youtube|v9M2La8ZN1U}}
''To learn more, see [[Experimental terrain engine]]…''


== Community news ==
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== Contributing ==
== Contributing ==
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If you want to participate in the screenshot contest of November 2016, you can submit your candidate to [https://forum.flightgear.org/viewtopic.php?f=19&t=30902 this] forum topic. Be sure to see the [https://forum.flightgear.org/viewtopic.php?f=19&t=30902#p297955 first post] for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter edition of November 2016.
If you want to participate in the screenshot contest of November 2016, you can submit your candidate to [https://forum.flightgear.org/viewtopic.php?f=19&t=30902 this] forum topic. Be sure to see the [https://forum.flightgear.org/viewtopic.php?p=297955#p297955 first post] for participation rules. For purposes of convenience and organization, after all the entries have been submitted, a new forum topic will be started containing all shots in an easy-to-view layout. The voting will then take place there. Once the voting has finished, the best screenshot will be presented in the Newsletter edition of November 2016.


{{Appendix}}
{{Appendix}}

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