FlightGear Newsletter April 2021: Difference between revisions

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File:FlightGear 2020 - Overlooking San Franciso International Airport (KSFO), California with OSM2City output (FlightGear 2020) 02.jpg|alt=FlightGear 2020 - Overlooking San Franciso International Airport (KSFO), California with OSM2City output (FlightGear 2020|California - San Francisco OSM2City
File:FlightGear 2020 - Overlooking San Franciso International Airport (KSFO), California with OSM2City output (FlightGear 2020) 02.jpg|alt=FlightGear 2020 - Overlooking San Franciso International Airport (KSFO), California with OSM2City output (FlightGear 2020|California - San Francisco OSM2City
File:Airport keep at San Franciso International Airport (KSFO), California with OSM2City output (FlightGear 2020) 01.jpg|California regional definitions - airport keep
File:Airport keep at San Franciso International Airport (KSFO), California with OSM2City output (FlightGear 2020) 01.jpg|California regional definitions - airport keep
</gallery>Release builds now include {{Wikipedia|Appimage}} for Linux. See this discussion of [[Hardware recommendations#Recommendations for FlightGear in 2021 .282020.3 LTS.29|hardware recommendations]] for modern FlightGear - although it is for 2018.3 LTS and doesn't cover the new experimental OSM2City (see the OSM2City page info for perfromance tips).
</gallery>Release builds now include {{Wikipedia|Appimage|Appimages}} for Linux. See this discussion of [[Hardware recommendations#Recommendations for FlightGear in 2021 .282020.3 LTS.29|hardware recommendations]] for modern FlightGear - although it is for 2018.3 LTS and doesn't cover the new experimental OSM2City (see the OSM2City page info for perfromance tips).


=== Homepage news posts on 2020.3 LTS ===
=== Homepage news posts on 2020.3 LTS ===
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Nightly builds with some of the big changes are available at [http://download.flightgear.org/builds/nightly/ download.flightgear.org] as usual.
Nightly builds with some of the big changes are available at [http://download.flightgear.org/builds/nightly/ download.flightgear.org] as usual.


Please report bugs and issues via the sourceforge tickets system if you come across any on the next branch, or LTS.
Please report bugs and issues via the sourceforge [https://sourceforge.net/p/flightgear/codetickets/ tickets] system if you come across any on the next branch, or LTS.


==== Data Distribution Services Update: Property tree support ====
==== Data Distribution Services Update: Property tree support ====
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=== New rendering pipeline for Compositor ===
=== New rendering pipeline for Compositor ===
Fernando has been experimenting with adding new rendering features, using the capabilities of the [[Compositor]] - new [[HDR Pipeline|pipeline]] page. The work is "''*very*'' ''experimental''", as Fernando said. It has not been released on next as of writing - although a ''very limited'' prototype is intended to be added to FlightGear next branch. The new renderers will assume a higher version of OpenGL, which is one of the many big projects that are being worked on,
Fernando has been experimenting with adding new rendering features, using the capabilities of the [[Compositor]] - see page for the new [[HDR Pipeline|pipeline]]. The work is "''*very*'' ''experimental''", as Fernando said. It has not been released on the next branch as of writing this - although a ''very limited'' prototype is intended to be added to the FlightGear next branch. The new renderers will assume a higher version of OpenGL, which is one of the many big projects that are being worked on,


The Compositor is a framework to define rendering pipelines - so far the work has been to port the ALS renderer to the new framework and add the distinguishing features of the old unmaintained Rembrandt renderer like shadows and environmental light definitions without being slow. The idea is to port existing features to ensure everything works - the next preview release or LTS will transition to the Compositor. The new work builds on top. It investigates changing the physical model of aircraft surfaces (to something involving a version of PBR), adding lighting of surfaces from light bouncing off surrounding surfaces including real-time reflections, and implementing a new way of doing HDR algorithm using the new physically based surface model. Some tunable artistic glow (know as [https://en.wikipedia.org/wiki/Bloom_(shader_effect) bloom]) is also supported. The new pipeline is built on top of existing work, and will use the fast shadows and lights added to the ALS port. Fernando hasn't found a way to re-use occlusion data (finding what is visible in the view and what isn't, and culling invisible geometry) between passes in current Open Scene Graph (OSG), so he is using a deferred rendering approach in the prototypeto overcome this OSG limitation - it means that anti-aliasing is restricted to post-processing that looks at the rendered image and tries to detect edges and blur them to remove jagged lines.
The Compositor is a framework to define rendering pipelines - so far the work has been to port the ALS renderer to the new framework, and add the distinguishing features of the old unmaintained Rembrandt renderer like shadows and environmental light definitions without being slow. The idea is to port existing features from both renderers to ensure everything works - the next preview release or LTS will transition to the Compositor. The next LTS will have the existing features as the classic rendering pipeline alongside any new pipelines that are finished, so there's no need to worry about performance hits of features from the new pipeline making very old hardware too slow to run FG. The new pipeline work builds on top. It investigates changing the physical model of aircraft surfaces (to something involving a version of PBR), adding lighting of surfaces from light bouncing off surrounding surfaces including real-time reflections, and implementing a new way of doing HDR algorithm using the new physically based surface model. Some tunable artistic glow (know as [https://en.wikipedia.org/wiki/Bloom_(shader_effect) bloom]) is also supported. The new pipeline is built on top of existing work, and will use the fast shadows and lights added to the ALS port. Fernando hasn't found a way to re-use occlusion data (finding what is visible in the view and what isn't, and culling invisible geometry) between passes in current Open Scene Graph (OSG), so he is using a deferred rendering approach in the prototype to overcome this OSG limitation - it means that anti-aliasing is restricted to post-processing that looks at the rendered image and tries to detect edges and blur them to remove jagged lines.


The current plan is to support {{Wikipedia|GlTF|GlTF}} (Graphics Language Transmission Format) as an alternative for 3d models in future - it supports the new surface model. This format supports binary data (GLB file extension), and these will be smaller than AC files.
The current plan is to support {{Wikipedia|GlTF|GlTF}} (Graphics Language Transmission Format) as an alternative for 3d models in future - it supports the new surface model natively. This format also supports binary data (GLB file extension), and these will be smaller than AC files.


As Fernando said, this is all very WiP and experimental, and an investigation of various options like a lot of development. Plans can change. There is no timeline, and progress can vary based on availability of volunteers.  
As Fernando said, this is all very WiP and experimental - it's an investigation of various approaches like a lot of development. Plans can change. There is no timeline, and progress can vary based on availability of volunteers.


[[HDR Pipeline#Gallery|WiP screenshots]] - keep in mind this is very proof of concept using existing art not especially designed to take advantage of the new surface models, and it only works on aircraft carriers / over the sea. It's not an end-user demo of how a craft designed for these pipeline features will look when done, and shows features that people familiar with rendering and what's been tested can pick up on.
[[HDR Pipeline#Gallery|WiP screenshots]] - keep in mind this is very proof of concept using existing art not especially designed to take advantage of the new surface models, and it only works on aircraft carriers / over the sea. It's not an end-user demo of how a craft designed for these pipeline features will look when done, and shows features that people familiar with rendering and what's been tested can pick up on.
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== In the hangar ==
== In the hangar ==
<!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. -->
<!-- News about new and upgraded aircraft and related stuff.  The official forum and other ones usually are a good source for this. -->
=== Space Shuttle ===
=== Space Shuttle Milestone 13 released ===
Copy & Paste from: https://sourceforge.net/p/flightgear/mailman/message/37266972/
Copy & Paste from this post by Thorsten: https://sourceforge.net/p/flightgear/mailman/message/37266972/ :
 
''We're happy to announce the arrival of the [[Space Shuttle|Shuttle]] milestone 13 while at
the same time welcoming GinGin as new collaborator in the team (who has
done most of the work for this milestone). Given the state of the spacecraft before, you might reasonably ask - is there anything substantial that can still be added? You'll be the judge of that, but I think there is.''
 
* ''thanks to new aero data, we now have a better description of the hypersonic flight phase from Mach 27 down to about Mach 5''
 
* ''GinGin has been patiently digging into NASA documents and replaced my home-written guidance for the launch and entry trajectories by something that is much more shaped like the real thing, for instance the launch trajectory is now somewhat flatter and reaches a later arctop''
* ''also, thanks to GinGin's patient work, we now have pretty much all the  display pages very close to the original appearance (they've been moved to the original font, items blink where they should, and the limit  sensing overlay which indicates when a value is off-nominal has been added)''
* ''a lot of time has gone into testing and fixing issues with launch aborts. They're generally a wide field in that they probe a huge kinematical region in terms of what can happen, but are interesting because they actually showcase what the Shuttle can do with a rocket engine and as a hypersonic vehicle, and they provide a high-workload and challening environment for the crew. We now have voice callouts for the abort boundaries (what maneuver should be flown when), as well as literally dozens of different cases tested and the guidance parameters adjusted to resolve small issues''
*  ''also, I've added the helium system (providing a purge for the engines during launch) including full failure and leakage capability, which was one of the last remaining systems that were not simulated in gory detail''
* ''to make use of all that failure modeling, a new failure training mode throws a random scenario at selectable difficulty level at the user as a challenge - so you don't know up-front what will happen''
* ''a new view to simulate the RMS arm camera simplifies grabbing objects in space''
* ''a virtual notepad to record voice calls from mission control or display payload attachment points''
 
''All in all, with three people flying tests for more than a month, this is probably the best-tested milestone we ever had, and it's been verified to run all the way back to 2018.3. I'm currently in the last stages of updating the manual, which will be available within a few days.''
 
''Enjoy!''
[[File:Shuttle cockpit before launch.jpg|alt=FlightGear Space Shuttle cockpit with internal lighting|none|thumb|700x700px|[[Space Shuttle]] cockpit before launch with internal lighting]]


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=== New aircraft ===
=== New aircraft ===


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