Hello everybody,
I have noticed since quite a while that collision detection of submodels
with MP Objects doesn't work anymore. It works fine with normal AI
Objects (Aircraft, Ship and groundvehicles). MP Objects seem to be
ignored.
Has anybody else noticed this?
Greetings
--
Detlef Faber
On Sun, 11 Oct 2009, Rob Shearman, Jr. wrote:
Oh, it has a select all then? :) :) :)
That option is available in the View-Rendering Options dialog!
Uncheck Show chat messages. :)
(It might hide slightly more than you asked for, though)
Cheers,
Anders
--
Detlef Faber
Hello everybody,
I have noticed since quite a while that collision detection of submodels
with MP Objects doesn't work anymore. It works fine with normal AI
Objects (Aircraft, Ship and groundvehicles). MP Objects seem to be
ignored.
Has anybody else noticed this?
DurkTalsma wrote:
FWIW, I would like to build a minimum base package this time, which only
consists of one aircraft, no AI, and a minimal set of shared models. AI and
other aircraft can be released as a separate ADDON packages, or via CVS.
Likewise, shared models are now maintained via
Hi,
As promised I've put my current sources of the development branch of fgms into
cvs, see http://fgms.sourceforge.net/cvsresources.php for details.
So the curious can have a look and test-compile it. Do not expect to much from
it. The testclient (mpdummy) sends an authentication request to
On Mon, 12 Oct 2009 08:13:51 + (GMT), Stuart wrote in message
305052.62106...@web26005.mail.ukl.yahoo.com:
DurkTalsma wrote:
FWIW, I would like to build a minimum base package this time, which
only consists of one aircraft, no AI, and a minimal set of shared
models. AI and other
On Sunday 11 Oct 2009, Alan Teeder wrote:
-Original Message-
From: leee [mailto:l...@spatial.plus.com]
ie if u stick in a new value to the FDM then it will react..
That sucks in my oioiion.. I how have to create my own craqo
to make the model. that sucks to me..
pete
-Original Message-
For the faster and more
maneuverable military jets though, I found that I really needed
guaranteed higher rates to both ensure a crisp response and avoid
instabilities. For example, I could tune an altitude-hold cascade
that would work fine at speeds up to 400kt
Hi Heiko,
On Tuesday 06 October 2009 08:16:11 am Heiko Schulz wrote:
That's one the best article I found about ProFlightSim:
http://ezinearticles.com/?Flight-Pro-Sim-is-the-Best-Simulatorid=2813712
Interesting, I actually decided to leave a comment behind, in response to this
article,
Hi,
I got an error with the Sunday CVS - FG crashed while exiting .
gdb reports SIGSEGV error at file soundmgr_openal.cxx, line 159.
Error was fixed by changing lines 157-159 from:
buffer_map_iterator buffers_current = _buffers.begin();
buffer_map_iterator buffers_end =
Stuart Buchanan wrote:
Scott Hamilton wrote:
On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:
Maybe it's just me, but has anyone noticed a dramatic performance
decrease with 3d clouds after this patch?
yep, from 30fps to 2fps...
I'm very surprised
Hi,
I was noticed that FG hangs and than crashes if pressing z key. If
visibility value is not controlled by user, it can be occasionally
**increased to a huge value (1000 km). In this case TileLoader is
trying to load hundreds of tiles. At the beginning I was expected a
number of tiles to be
Hi Erik (sorry Erik ;))
Bit of background : I used to use Vivian setup when I first starting
building my own exe a while back (OpenAL SDK 1.1 + freealut 1.0.1) and sound
worked. I switched to Fredb's third party libs a few months back, sound
worked.
Now, I can build a working exe with my
Alex Buzin wrote:
Hi,
I got an error with the Sunday CVS - FG crashed while exiting .
gdb reports SIGSEGV error at file soundmgr_openal.cxx, line 159.
Error was fixed by changing lines 157-159 from:
buffer_map_iterator buffers_current = _buffers.begin();
buffer_map_iterator
Nicolas Quijano wrote:
Now, I can build a working exe with my old/Vivian's setup, but get no
working sound (and no errors) but I do have the crash on exit. I believe
it's because we're trying to release the alcDevice and alcContext a
second time by calling AlutExit., after doing it manually
Hi Alex, a 100 cliks is way too low, visual horizon at 3 feet is much
higher than 100 km, and users with the horsepower might want to set it to
what it is in real life : the visual horizon at 3 feet to sea level is
over 350 km, close to 360.
On Wed, 2009-10-07 at 22:03 +1100, Scott Hamilton wrote:
On a final note, I did a 'make distclean' and ./configure for both
SimGear and FlightGear and now
the change in frame rate is acceptable, it goes from 30 fps to around
22 - 24 fps once 3D clouds are turned on.
S.
On Wed,
I am having some strange pause problems in flightgear
fgrun+fgfs-osg-win32-cvs-20090817 with corresponding data.
My CPU is not flat out at 100% while this is happening it seems to be something
else causing the problem! Here is a video I have made showing the problem.
Video Test Of me landing
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