John Wojnaroski wrote:

>>>The other thing I didn't notice mention of is the superb improvement in
>>>ground 
>>>type representation in YASim which finally gives us water (with
>>>waves/swell) 
>>>for seaplane operations and of course correct behaviour on other
>>>surfaces for 
>>>other types of aircraft.
>>>   
>>>
>>>      
>>>
>>I'm sure John W. will pick this up when he goes through the flightgear
>>source changes.
>>
>>    
>>
>
>I'll have that done over the weekend, then you all can "ping" on me.  ;-)
>
>JW
>  
>
OK, here is the first cut for major changes/updates sorted by date of 
inclusion.  I'm defining "major" as a clearly visible attribute or 
feature of the simulation that is readily apparent to the user.  There 
were many, many changes and I still need to work my way through 
identifying the changes that were bug-fixes,  performance improvements 
(run and compile times), coding standards, etc etc.

MAJOR UPDATES
===============================
Air to Air Tacan
Improved soaring scenarios
Refueling capability on MP network
Use of all textured fonts on panels
Interactive/scripted control of AI aircraft
"Passive" mode for autopilot
Addition of fluxgate compass
Addition of GSDI for helicopters
Addtition of new MIL-STD HUD
Dynamic sun color changes
Addition to read and parase airway data files
Major improvements in taxiing and ground operations of AI aircraft
Addition of protocol for Garmin 400 series
Improved ground properties "feel" with YASIM aircraft
New altimetry method

I'll try to finish up the rest over the weekend.  If someone would add 
these to the wiki list....

And another thing...

I've been bemused by all the discussion vis-a-vis flightgear as a combat 
simulator and am somewhat agnostic on the whole question.
As Curt noted we've already crossed over into the "twilight zone".  If 
you're opposed to the idea then lets remove ALL models of military 
aircraft AND civilian derivatives and ALL operations that have a 
military/combat purpose (e.g: tacan, HUDs, air-to-air refueling, carrier 
operations, etc).  By the same token, if you are of this opinion and use 
any of these models or features your argument and position seems a 
little disingenuous.

I've not done a count by type of the aircraft in Flightgear, but there 
are a large number of military aircraft which are designed and built for 
one reason only and one reason only -- combat or combat support.  I'm 
not a big fan of selective morality -- "Oh, I like to fly these 
airplanes and build the models, but...

Perhaps we provide a "delete" function in FlightGear.  Those who feel 
military/combat aircraft and operations are immoral can use the feature 
to remove all vestiges of the same and sleep peaceful at night knowing 
their version is safe and pure.  ;-)

And one more thing...

Flightgear is more than a game and while there are highly sophisticated 
and sound engineering elements to the code I would not classify it as a 
true flight simulator, rather within a context of lower, limited 
applications. For a *real* flight simulator one might consider:

1) an RTOS as the basic architecture,
2) improved earth model using 2nd and 4th order bessel functions,
3) 6 DOFs  that provide member bending aero data versus rigid fix body 
point mass solutions,
4) high precision input control systems with 12 or 16 bit accuracy,
5) control force feedback systems,
6) interrupt driven software/hardware interfacing, and
7) fully collimnated visual display systems

Please don't misunderstand,  FlightGear is a great piece of work and the 
collective effort of a number of bright and dedicated individuals.  Plus 
you can't beat the price! 

Well, enough of my rant.....

Regards
John W.

   


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