LibrePilot Forum

Development => GCS General => Topic started by: ddaugher on July 09, 2015, 04:51:38 am

Title: Success build of GCS on OSX
Post by: ddaugher on July 09, 2015, 04:51:38 am
GCS built successfully on OSX10.10.
Title: Re: Success build of GCS on OSX
Post by: m_thread on July 09, 2015, 08:40:28 am
Great to see that you are up and running so quickly. I built GCS on Linux yesterday from scratch without any hickups.

There are some things we want to change to the GCS pretty soon. Not only the looks and branding of it but also some other features waiting to be added.

/Fredrik
Title: Re: Success build of GCS on OSX
Post by: Sylent911 on July 09, 2015, 10:49:43 am
A new cgs for cc3d is it?
Title: Re: Success build of GCS on OSX
Post by: m_thread on July 09, 2015, 11:38:21 am
Hi

We are still discussing which route to take with the GCS and CC3D support.
There are two alternatives:

As we are aiming to add support for other than OpenPilot boards i think the second alternative is better. It would require some major changes in the core code for handling boards, but we already have some ideas about how to implement that.

/Fredrik
Title: Re: Success build of GCS on OSX
Post by: simonarvestrand on July 09, 2015, 11:50:18 am
Maybe an Simple and one advanced version of the gcs.

Simple for only cc3d and advanced for all.

Might be to much extra work for almost nothing but just a thought.
Title: Re: Success build of GCS on OSX
Post by: m_thread on July 09, 2015, 12:20:12 pm
Hi Simon

There is an 'Expert' setting in the current GCS already. It was used to hide 'expert' settings when not enabled. Over time more and more functionality was moved out from that mode though. Today there are only a few parts of the functionality left there.

I guess we could use this setting to create two 'profiles' of the current GCS also. I would like to keep it as one application going forward because it would be much easier to maintain when adding support for more boards. But this is still to be decided.

/Fredrik
Title: Re: Success build of GCS on OSX
Post by: simonarvestrand on July 09, 2015, 12:37:35 pm
Ok.

I think One 4 all gcs would be the best and easiest way,

I work as an Automation Plc engineer and all software we use goes to all in one solutions .
Easier to upgrade and not so many installations.
for a couple of years ago a had 10-20 different software's in my computer today i have about 5.

In some cases just a couple of buttons on the welcome screen. that might be a thing for this.
Title: Re: Success build of GCS on OSX
Post by: paulj on July 11, 2015, 09:35:36 am
I think a single GCS with plugin modules for different hardware would be a great approach. However, because of the development time required to bring such an effort to fruition, I think there would also be merit in releasing an interim version of the GCS capable of managing CC3D flight controllers. This could also encourage efforts to slimline the CC3D code and to carry out further development.
Title: Re: Success build of GCS on OSX
Post by: ddaugher on July 14, 2015, 05:11:15 am
how about... we just roll the code back to the latest version that supported CC3D (15.02.02 I think) and start the new code base from there?
Title: Re: Success build of GCS on OSX
Post by: f5soh on July 14, 2015, 10:07:46 am
how about... we just roll the code back to the latest version that supported CC3D (15.02.02 I think) and start the new code base from there?

And lost 15.05 changes ? Not a good idea, commit for CC remove can be reverted instead. :)
Title: Re: Success build of GCS on OSX
Post by: a_morale on July 14, 2015, 08:30:21 pm
I'm working to make current Next branch to work with CC.
Title: Re: Success build of GCS on OSX
Post by: cato on July 18, 2015, 11:42:00 pm
Just built Linux package on a Debian Jessie. arm sdk from sid, worked perfect :)
Title: Re: Success build of GCS on OSX
Post by: ScreamingKitty on July 19, 2015, 01:57:24 pm
Attached fix for Coptercontrol Makefiles

This is Sparta!
Title: Re: Success build of GCS on OSX
Post by: a_morale on July 19, 2015, 03:26:59 pm
Hi, thanks for your fix.
it was already fixed as soon as Laurent found the issue, though :)

Next thing to do is  some work to free up a bit more ram.