On Sat, 2011-02-12 at 22:01 +, Martin Spott wrote:
Yup, I'm using this in Linux school-server setups with diskless
terminals, works perfectly even with two dozend (or more) clients
streaming audio at the same time.
I know that PA is subject to well-founded criticism because it puts a
Hi all,
I just hover above a bunch of discussions about how to complete a not so
complex L/G animation.
Well, I have done some nice landing gear, see A-10, A-6E, f14b. I didn't
use any maths for that. No nasal, no perl, no python... No maths
function from the FDM either. The XML interpolation
So from an FG perspective,
While leaving the default effects on the system chip, and setting up a
stream with PA so it does the work.
How difficult would it me be to point the nav audio for example, at the PA
stream going to another motherboard sound chip?
Back to changes in OpenAl and
On Sun, 2011-02-13 at 17:38 +0700, Harry Campigli wrote:
So from an FG perspective,
While leaving the default effects on the system chip, and setting up a
stream with PA so it does the work.
How difficult would it me be to point the nav audio for example, at
the PA stream going to
Thanks Eric,
With out yet looking in depth at how the sound is done in SG and FG, I guess
this means its a similar task using PA or putting in another couple of sound
cards as far as what I need to modify.
More cards would avoid the PA overhead on the processor already mentioned.
Harry
On
Erik Hofman wrote:
On Sat, 2011-02-12 at 22:01 +, Martin Spott wrote:
I know that PA is subject to well-founded criticism because it puts a
lot more load onto the 'server' machine than a clever system design
would allow - but, hey, it works quite nicely with nowadays speedy
CPU's ;-)
Hi,
there are two fixes concerning the tower positions at EDLL and EGLL in
the bug tracker (see attached files EDDL.twr.xml and EGLL.twr.xml).
Can someone update the scenery / TerraSync database with these files
please - and take care of these issues:
On Sun, Feb 13, 2011 at 2:36 PM, ThorstenB bre...@gmail.com wrote:
there are two fixes concerning the tower positions at EDLL and EGLL in
the bug tracker (see attached files EDDL.twr.xml and EGLL.twr.xml).
Just to have a written record of it somewhere, let me tell you another
crazy idea of
Hi Thorsten,
ThorstenB wrote:
there are two fixes concerning the tower positions at EDLL and EGLL in
the bug tracker (see attached files EDDL.twr.xml and EGLL.twr.xml).
Can someone update the scenery / TerraSync database with these files
please - and take care of these issues:
Will check.
On Sun, 2011-02-13 at 12:09 +, Martin Spott wrote:
Maybe PulseAudio is doing nothing else than just picking up mainstream
attitudes - intentionally.
Let's give an example; My implementation of AAX/OpenAL can mix audio
multiple times faster than OpenAL-Soft does. In fact if i add a
On 13.02.2011 14:59, Martin Spott wrote:
Will check. Last time I looked at the proposed change for EDDL it
seemed to me that the requested 'fix' was inappropriate because the
tower positions was correct. Therefore I'm a bit cautions when people
submit Scenery-related bug-reports and declare
Hi Guys,
I have a clean local c172p ready to push that includes:
- working nose gear link animation in terms of compression-norm using
xml interpolation
- working main gear animation in terms of compression-norm using xml
interpolation
- moved NAV0 and NAV1 needle deflection filters to
On 13 Feb 2011, at 19:26, dave perry wrote:
Hi Guys,
I have a clean local c172p ready to push that includes:
- working nose gear link animation in terms of compression-norm using
xml interpolation
- working main gear animation in terms of compression-norm using xml
interpolation
-
On 02/13/2011 12:43 PM, Stuart Buchanan wrote:
On 13 Feb 2011, at 19:26, dave perry wrote:
Hi Guys,
I have a clean local c172p ready to push that includes:
- working nose gear link animation in terms of compression-norm using
xml interpolation
- working main gear animation in terms of
Hi, Peter
I have done from an old code by Gérard a process which answer to the
request.
It adjust the altitude of the Carrier, when cruising, according to the
visual surface of the water.
But mistake, it does answer to any condition, including the Tsumani effect
when two tiles are not the same
Le 13/02/2011 23:32, henri orange a écrit :
Hi, Peter
I have done from an old code by Gérard a process which answer to the
request.
It adjust the altitude of the Carrier, when cruising, according to the
visual surface of the water.
But mistake, it does answer to any condition, including
On 02/12/2011 12:59 PM, Torsten Dreyer wrote:
By the way. The filtering that will remain in the c172p action-sim.nas
for the nav radio could be moved to navradio.cxx. Here again, the
needle damping and the needle behavior when tuned to an out-of-range
frequency or when the gs is out of range
Hi,
It appears my last merge request was ignored, but that no longer
matters as I have a new update.
This update includes some impressive additions thanks to a graphic
designer that wished to contribute to our aircraft.
See these screenshots:
I starting working on making the SCR-522C radio functional and ran into a
problem. Looking at other devices in Aircraft/Instruments3d to see how I
could initialize the device I found that the kma20 does this by using a
initialization xml file that is included from the aircraft-set.xml file.
On 14.02.2011 07:58, Hal V. Engel wrote:
When working on this from an aircraft that is not located in $FG_ROOT
(IE. my clone of fg-data using fg-aircraft=my fgdata clone/my
aircraft) I was getting file not found errors. At first I though that
perhaps I had a typo or something similar in my
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