On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote:
This is to give a heads up on some changes that I'm planning for
Random Buildings for the V3.0 release, and to allow for
comments/suggestions/ideas.
I've now got the new system broadly working on a private build:
http://www.nanjika.co.uk
Hi Tim,
On Fri, Oct 11, 2013 at 12:55 PM, Tim Moore wrote:
Cool stuff. Are those all individual models, or instanced geometry, or what?
:)
The vast majority are instanced geometries, though there are some random
models interspersed.
As mentioned previously, I'd like to move back to the
On Thu, Sep 26, 2013 at 8:27 AM, James Turner wrote:
Just to say, Thorsten has in this case saved me writing an email, thanks.
To re-iterate - GPU VRAM is a precious commodity, so we should spend it on
texels you can actually see.
One further point to make is that we do have the AI/Aircraft
Hi Satish,
On Thu, Sep 26, 2013 at 10:50 AM, Satish Srivastava wrote:
Kindly tell me the platform and code for only simulating the some aircraft
like jaguar graphics. My interest is to simulate flight by giving string of
aircraft data necessary for flight like velocity, acceleration, roll,
On Thu, Sep 26, 2013 at 11:45 AM, James Turner wrote:
I was reviewing the current menu structure and would like to propose a couple
of changes. Partly because we have too many menus, all quite short, but also
to remove some bad terminology.
Each of these changes is independent, comments
On Thu, Sep 19, 2013 at 3:07 PM, Renk Thorsten wrote:
Which would in fact not make them random buildings at all :-)
It'll make them less random, certainly :)
However, while the placement and size class (small, medium, large)
will now be determined by the texture, there will be still be
On Fri, Sep 20, 2013 at 11:15 AM, Adrian Musceac wrote:
I think one of the problems is that most of our objects have no concept of
different LOD's. If we had objects with say 3 LOD, it would ease memory and
graphics load. It should be possible to take an object and generate multiple
LOD's for
On Wed, Aug 21, 2013 at 4:45 PM, Stuart Buchanan wrote:
On Tue, Aug 20, 2013 at 8:34 AM, James Turner wrote:
Given that Innis has given the all-clear, what is the next step? I'm happy
to simply checkout a particular branch from the repo above and commit the
files to fgdata
Hi All,
This is to give a heads up on some changes that I'm planning for
Random Buildings for the V3.0 release, and to allow for
comments/suggestions/ideas.
In 2.12.0 the algorithm for the placement of random buildings is a
rather scattergun approach. materials.xml sets a building density
On Wed, Sep 18, 2013 at 4:45 PM, James Turner wrote:
It would really help memory use if we could defer tree/object/building
generation until the tile is close to the viewer. Right now you generate
lots of LOD nodes so we don't pay the rendering cost for distant tiles, but
we're still paying a
Hi Tom,
On Mon, Sep 9, 2013 at 8:24 PM, Thomas Albrecht wrote:
Hi,
can someone (Mathias?) please enlighten me about fgelev usage? Skimming
through the source, I understand that I need to provide --fg-root and
--fg-scenery, but how do I specify which location to probe?
I had a quick look
Hi James,
On Tue, Sep 17, 2013 at 9:56 PM, James Turner wrote:
Hello,
For the next release (3.0, I think), I want to reduce the size of the
installers by making parts of the base package optional. Some are easy, like
AI Traffic and ATC chatter - the first time you enable that feature,
Hi Alan,
On Tue, Sep 3, 2013 at 6:07 PM, Alan Teederwrote:
Not everyone lives in a big city with fast broadband and the powers that be
seem to bury their heads in the sand when the topic is bought up - as it has
been and will be – again and again and again.
Can I refer you to Jame Turner's
On Fri, Aug 30, 2013 at 11:41 AM, Stuart Buchanan wrote:
1) Windows launcher appears to have Rembrandt enabled by default, but set
via the Advanced properties, rather than having a checkbox on the launcher.
Makes it quite difficult for a new user to disable it. I would have expected
On Thu, Aug 15, 2013 at 11:54 AM, Gijs de Rooy wrote:
Don't have much time today for further troubleshooting unfortunately; should
have some after my last exam tomorrow ;-)
Hi Gijs,
Have you had the chance to look at this at all, and did Geoff's
suggestion help? Do we have any active Win
On Wed, Aug 21, 2013 at 3:51 PM, James Turner wrote:
On a related note, once the build problem is resolved, could we
generate a full installation RC package for testing? It would make it
easier for testers not familiar with Git to use it, and would be quite
handy for people like myself who do
On Tue, Aug 20, 2013 at 8:34 AM, James Turner wrote:
Given that Innis has given the all-clear, what is the next step? I'm happy
to simply checkout a particular branch from the repo above and commit the
files to fgdata, but there are other options.
Not sure what the other options are, but a
Hi Ante,
On Fri, Aug 9, 2013 at 7:21 AM, Ante Cugura wrote:
I have recently downloaded FlightGear, and am enjoying it, but I seem not be
able to download some aircraft. Even when the program says I have downloaded
the aircraft correctly, when I go to use the aircraft, it comes up with a
small
Hi All,
Marc Kraus (CC'd as he's not on the -devel list) has produced a (very)
significant update to the 707, a model that Innis Cunningham developed
a number of years back.
It's available from http://gitorious.org/boeing/707 and is well worth
a look, particularly for the fine cockpit and
Hi Pat,
On Wed, Aug 14, 2013 at 1:11 AM, Pat wrote:
One reschedule is a good idea. Would an indefinite delay, with a
promise republishing the schedule by a given date be appropriate or
desirable?
An indefinite delay would risk the release never being completed,
and we'd be back where we
On Tue, Aug 13, 2013 at 9:38 PM, Torsten Dreyer wrote:
Permission granted ;-)
As everybody seems to be caught in some real life trouble, I can't see a
better way to get the release out than delaying it for a while.
Would two weeks be enough for everybody? That will get us to the weekend
Hi James,
On Wed, Jul 24, 2013 at 10:07 PM, Stuart Buchanan wrote:
As an FYI, I'm still working on some final updates to The Manual that
I want to get committed to the 2.12.0 branch.
These have now been committed to master (e87379c).
James - if it's convenient could you pull
On Wed, Jul 17, 2013 at 8:38 PM, James Turner wrote:
Hi,
I've just created the release branches for FG, SG data (at Torsten's
request, since he's on holiday in the wild, Internet-less north of Sweden).
Thanks James.
As an FYI, I'm still working on some final updates to The Manual that
I
On Mon, Jul 15, 2013 at 9:22 PM, Gijs de Rooy wrote:
Hi Stuart,
thanks for the improvements! Checking the diff I do wonder if you removed
the Microsoft SideWinder Precision Racing Wheel (rudder) pedals line on
purpose? Vivian added this one in March...
On Fri, Jul 12, 2013 at 2:54 PM, Stuart Buchanan wrote:
Ah, that's my mistake.
To avoid .git files corrupting each other, I downloaded your new version as a
tarball from gitorious and then copied it over the existing aircraft.
Of course,
that wouldn't have deleted the removed files.
I'll
Hi All,
I've just taken a trawl through the git logs to find the major
enhancements from the last 6 months, the results of which are now in
the Changelog:
http://wiki.flightgear.org/Changelog_2.12
Comments welcome, particularly on what should be mentioned in the
highlights section at the end of
On Fri, Jul 12, 2013 at 12:52 PM, grtuxhangar team wrote:
Hello,Stuart
Sorry for the huge mistake, thank a lot for the fix, and the time you spent
on it.
However, when looking at the
http://www.gitorious.org/fg/fgdata/trees/master/Aircraft/F-8E-Crusader
and
Hi Ahmad,
On Thu, Jul 11, 2013 at 12:30 PM, grtuxhangar team wrote:
Hello, Stuart ,
Thank for your kind effort about it.
Since we have again uploaded a new version within our Git Project
https://gitorious.org/~eekpo, and since we can't check the actual content of
your official fgdata
Hi Guys,
A 30 second thought on this:
On Tue, Jun 25, 2013 at 10:58 PM, Curtis Olson wrote:
Once we clear past the 2.10, 2.12, etc. series, I'd like to go back to
keeping things single digits in the major and minor version numbers and when
we run out of a single digits bump up the major
Hi Ahmad,
On Thu, Jul 4, 2013 at 2:28 AM, grtuxhangar team wrote:
Hello,
Crusader:
After check out , we have found some other mistake, landing gear and
catapult related.
=The landing gear did not behave correctly on water ( it should not take
any water solid ).
=The catapult force was too
On Mon, Jul 1, 2013 at 1:20 PM, grtuxhangar team wrote:
Hello,
Back to the topic, since it was not a bug our models related, but only an
FG/OSG consistency issue, you may update fgdata/Aircraft/F-8E-Crusader
and fgdata/Aircraft/PBY-Catalina, both should be right with the coming FG
2.12 .
On Wed, Jul 3, 2013 at 10:55 PM, Gijs de Rooy wrote:
It can be useful to remove
F-8E-Crusader/Models/Textures-hires/texture12F/afterburn.png ( which is
less eye candy ).
Done. Thanks!
Thanks for spotting and sorting this out Gijs.
I missed it in my review.
-Stuart
Hi Ahmad,
On Sat, Jun 22, 2013 at 3:06 PM, grtuxhangar team wrote:
Hello,
One of our member within our grthteam has been working on updates gpl
compliant regarding some old models which were done by Gérard many years
ago.
You may find these models updated at
https://gitorious.org/eekpo
On Mon, Jun 24, 2013 at 10:41 PM, Torsten Dreyer wrote:
Collecting the arguments from this discusson, I can see good points for
a 3.0.0 release. Most convincing was Stuarts comparison against 2.0.0
and the progress we made since that version.
My suggestion is, we dare to call the 2013 summer
On Thu, Jun 20, 2013 at 11:57 AM, Renk Thorsten wrote:
- ALS now works much better with the random trees. I think
there's still work to be done with other shaders (presumably
the wake shader has still to be ported?)
Yes (if that is really a major holdup, I can probably do this within the
Hi All,
I spent a little time this weekend looking through the Rembrandt
shader code to gain some familiarity and (naively) see if I could find
any obvious performance improvement, in particular by unwrapping
loops/if tests, as Rembrandt is just a little too slow on my machine
to be usable.
On Thu, Jun 20, 2013 at 9:29 PM, James Turner wrote:
Emilian has explained on IRC this might be due to the out-of-the-box /
default config for Rembrandt being highly suboptimal, which I didn't yet
evaluate, I would be delighted to have it more usable. I'm going to test
further over the
On Tue, Jun 18, 2013 at 11:08 PM, Kleo G. wrote:
ALS already has an ON/OFF selection button.
Wouldn't it be useful for Rembrandt to also have such a button, thus being
able to switch it on or off either without restarting the sim??
It would skip all the inconvenience of restarting the sim for
On Tue, Jun 18, 2013 at 7:40 AM, Renk Thorsten wrote:
What version number will we give to the new
release? Are we ready for a 3.0 or is it 2.12?
Looking through my list of goals for the last coding period:
I also had a look through the 3.0 backlog article
On Tue, Jun 18, 2013 at 8:22 PM, Vivian Meazza wrote:
Syd,
We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!
Me too!
Syd - if it doesn't fix it, can you let me know the following:
1) Are you
HI Kiyohito,
Thanks for your interest in the manual.
We made the decision to keep the manual as a single set of source
files with blocks for each language so that the different translations
staying in sync and to make it easy for translators to update a single
section at a time.
Otherwise, it's
On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
I'm going to have one more attempt to fix the black hat in a square
texture
before looking into reducing the number of variations.
Yup, works nicely here, there's definitely an improvement. I've also
modified the predicates for
On Thu, May 16, 2013 at 8:58 AM, Vivian Meazza wrote:
I'm rather surprised that you can't see the black outline around the trees.
It's around all of them, but is more or less visible according to the range
and angle of incidence. It is also the cause of the spike arising from the
centre of the
On Mon, May 13, 2013 at 9:29 PM, Thomas Albrecht wrote:
If I had a limited number of complex (as in 8 vertices per model) shared
models, and place a total of 5 instances in a scene, could this be made to
occupy significantly less RAM than 5 individual models?
In theory yes - that's
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
I'm slightly surprised that Thorsten's
new system doesn't
support this, as evidenced from his screenshots.
glxinfo claims that it does - I get several instances of GL_ARB_multisample
or GLX_ARB_multisample shown in the resulting list
Hi Vivian,
On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
That works - the hat artefact is gone. If I look very carefully I can see a
vertical artefact emanating from the centre top of some trees.
I hadn't realised that the high res texture was going to be quite so big.
Texture sizes
Hi Tom,
On Sun, May 12, 2013 at 9:35 PM, Thomas Albrecht wrote:
Dear list,
in particular Stuart,
please let me 'officially' announce my project osm2city.py [1,2] here. This
python script takes OSM floor plans and generates 3D buildings for use with
flightgear. I'm planning to develop this
On Thu, May 9, 2013 at 8:50 AM, Renk Thorsten wrote:
I have a series of tree photographs if anyone is interested in creating new
tree textures.
Hi Thorsten,
I'm certainly interested, so send them my way if no-one else has
already expressed an interest.
-Stuart
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
I can still see that hat on middle distance trees. The effect might be
less though - hard to judge. It is certainly no worse.
I think it would be worth trying to spread the images out on the texture so
that you avoid bleed. I'm pretty sure
On Fri, May 10, 2013 at 9:27 AM, James Turner wrote:
On Mac 10.8, latest of nearly everything:
NVIDIA Corporation
NVIDIA GeForce GTX 670 OpenGL Engine
2.1 NVIDIA-8.10.44 304.10.65f03
1.20
VERTEX glCompileShader /Users/jmt/FGFS/fgdata/Shaders/tree-haze.vert FAILED
VERTEX Shader
On Fri, May 3, 2013 at 7:07 PM, Alan Teeder wrote:
I think that you a right in assuming that the developers are not interested
in the FDMs.
I posted this a week ago
http://sourceforge.net/mailarchive/forum.php?thread_name=C6C640DA467C4D118C9A794C6A46D433%40AlanPCforum_name=flightgear-devel
Hi Jack,
On Thu, May 9, 2013 at 3:57 PM, Jack wrote:
Thanks to Jan Comans I've been able to sync the 3D clouds across three
instances of fgfs running on a multi-core machine. This, in turn, provides
for some very respectable frame rates of 40 to 50 fps per core with a three
projector
On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
I re-installed the Jenkins nightly Win build from yesterday – seems OK,
although I have NOT done any extensive testing. I’m seeing regular crashes
here from ALS and Rembrandt, but that’s nothing new. I’m getting a number
of errors on
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it
Hi All,
I've just pushed a further enhancement to the checklist feature.
Aircraft authors may now add one or more binding elements to a checklist
item. Conceptually, these are the actions that the user should execute
to complete the item. The checklist GUI displays items with such binding
On Fri, Apr 26, 2013 at 7:28 AM, Renk Thorsten wrote:
this tree movement code is wonderful - how could you possibly not implement
this?
Glad you like it.
It got stuck under a bunch of other stuff and forgotten about more
than anything else.
However, one reason I didn't spend more time on it
Hi Vivian,
I'm not going to address the high level debate, but I have some
specific comments.
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
I think a more general concern would be that we seem to be developing 3 or 4
different Flightgears, in which different things work or not as the
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
textures? The
Hi Curt,
On Thu, Apr 25, 2013 at 9:42 PM, Curtis Olson wrote:
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me. This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG
On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
Right now FG seems like a mess with lots of things which used to work
(tm):
Screenshot directory entry in the gui doesn't work
Ditto Terrasync directory
On Tue, Apr 23, 2013 at 12:38 PM, Renk Thorsten wrote:
Oh, do you still have that somewhere? I would love to play with this
implemented in an optional high-quality tree shader - I could probably also
add some grass movement by translating the grain texture or the hires noise
with time into
On 23 Apr 2013, at 07:22, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
Stuart, is it possible to pass somehow the info what trees are deciduous?
I've done some testing, and I can selectively pick 'green' hue in the shader
and color-rotate these pixels to autumn colors, but this is not
On Sun, Apr 21, 2013 at 6:17 PM, Vivian Meazza wrote:
We seem to have slight misalignment in the tree texture:
https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b)
On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
As it happens, I'm part way through a change that would allow varying
snow- and leaf- cover without having to load different textures, so
trees above the snowline could be snow covered while those below are
not. This will increase
On Fri, Apr 19, 2013 at 9:18 AM, Vivian Meazza wrote:
I still use basic weather with mp so that I get the same clouds in both
clients - is this still the case?
The clouds are unchanged by this, though I don't think that you will get
the same clouds in MP on both clients unless they are started
Hi All,
Having talked about it for months (years?) I've finally written some
property rules that improve the integration of Basic Weather with the
Atmospheric shader.
In particular the skydome properties are now calculated using formulae
very similar to those of Advanced Weather so there's no
On 15 Apr 2013, at 21:39, Thomas Albrecht wrote:
Sorry for that HTML-crap. Here's the plain text again.
No problem. I'm writing this from an iPhone and have no idea whether it's in
plain text or not!
Thorsten suggested [1] separating foilage and trunk; is this what you have
in mind?
At
On Sun, Apr 14, 2013 at 9:40 AM, Renk Thorsten wrote:
Downstream, to preserve the illusion of shadows, I've had to alter the tree
shader to purely ambient lighting based on sun angle above the horizon. But
that seems to be a good idea in general - not only is this cheapter to
compute, but
On Fri, Apr 12, 2013 at 6:01 PM, James Turner wrote:
On 12 Apr 2013, at 16:56, James Turner zakal...@mac.com wrote:
No, visible handling should be the same as before, but I didn't test the
b1900d - will take a look and ensure I haven't done anything silly.
The change I have made (which did
Hi Clément,
On Thu, Apr 11, 2013 at 1:15 PM, Clement de l'Hamaide wrote:
I'm using a Thrustmaster Hotas-x and I noticed that nasal section on top
of the original file (
$FG_DATA/Input/Joysticks/Thrustmaster/T-Flight-Hotas-X.xml ) is not copied
to the custom file written in $FG_HOME after
On Wed, Apr 10, 2013 at 11:24 PM, jean wrote:
one more bug (was my mistake ):
in tanker .nas, we need to normalise the degre in line 26O-261 to have:
me.hOffsetN.setDoubleValue(view.normdeg(me.bearing -
ac_hdg));
On Thu, Apr 11, 2013 at 8:35 PM, Jean-Yves LEBLEU wrote:
This is what I did :
var checklist=777-200-checklists.xml;
var checklist_path=sprintf(%s/%s,getprop(/sim/aircraft-dir),checklist);
print(checklist_path);
var data = io.read_properties(checklist_path,/sim/checklists);
It does reload
Hi James,
This is superb work. I've just taken a flight in the c172p to try out
the new features, and I'm very impressed.
On Thu, Apr 11, 2013 at 9:48 AM, James Turner wrote:
- made a 'right-drag to look' mouse mode, which I think should be on
by default (with the current behaviour
I've (finally) managed to add the code to allow offsets for the tanker
fuelling positions
and the receivers probe position. See the A-4F for an example of how
to set this.
One can now use small envelope sizes and use the relative drogue and
probe position
to refuel.
On Sat, Mar 2, 2013 at 1:03
Hi Jean-Yves,
On Mon, Apr 8, 2013 at 8:27 PM, Jean-Yves LEBLEU wrote:
Hello,
I have started to write checklists for 777, is there any way to reload the
checklist without restarting flightgear, I tried with shift-esc with no
success.
Or maybe there is a little nas script to do the trick ?
On Tue, Apr 9, 2013 at 8:12 AM, Renk Thorsten wrote:
The problem are faint Cirrus-type clouds which use 2-3 sprites, or in extreme
cases just a single one (they have a transparency of more than 90% and are
really just a faint haze modulation). Here, dropping half of the sprites
essentially
On Mon, Apr 8, 2013 at 8:04 AM, Renk Thorsten wrote:
If I may bother everyone again - here's my current list of open questions.
Any help or pointers would be appreciated:
Things have been remarkably quiet the last couple of weeks - good to
have something to discuss :)
* Where do the runway
On Tue, Mar 12, 2013 at 5:47 PM, Alasdair Campbell wrote:
Now the comments at the beginning of coremag.cxx imply that the module
originally implemented
wmm2000 and was updated by Wim Van Hoydonck
(wim.van.hoydo...@gmail.com) to wmm2005.
The current version is now wmm2010, and I wonder if
On 12 Mar 2013, at 20:18, Alasdair Campbell wrote:
Thank you Stuart James for your responses,
Stuart, I was not so much interested in what is painted on the ground, but
what is indicated on the slaved
gyro. Your comments have made me reconsider my maths.
apt.dat shows a true heading for
On Tue, Mar 5, 2013 at 11:10 AM, James Turner wrote:
Can anyone tell me a problem, with forcing startup location to 'not a runway'
*when MP is enabled* ?
I'd pick an available parking at semi-random, if the airport has parking
locations. Another option, if the airport has a ground-network,
Hi Thorsten, :)
On Thu, Feb 28, 2013 at 7:57 AM, Renk Thorsten wrote:
My problem is that I often know very well how X is implemented in FG, I may
suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane or
FSX with all addons I don't really know for a fact if it is a
On Mon, Feb 18, 2013 at 1:26 PM, Stuart Buchanan wrote:
On Sun, Feb 17, 2013 at 11:56 PM, Alan Teeder wrote:
The reason for my query was that I have found making a representative set of
checklists is becoming very unwieldy.
With just my entering the cockpit checks, I have already made 9
Hi All,
I've just committed some small changes to the AI air-to-air refueling function:
1) Added support for multiple tankers of each type, selectable through
the AI-Tankers GUI. Tankers are now defined in AI/tankers.xml.
2) Added an A-4F buddy tanker.
3) Enhanced the UI to allow the user to
On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
Suggestion - if z/Z are pressed with advanced weather enabled, make the
popup-message say 'disabled since visibility is being controlled by advanced
weather'.
Another option would be to move the visibility control to a dialog, with a
On Sun, Feb 17, 2013 at 11:56 PM, Alan Teeder wrote:
The reason for my query was that I have found making a representative set of
checklists is becoming very unwieldy.
With just my entering the cockpit checks, I have already made 9 separate
checklist. Each one has about 10 checks. I have
On Fri, Feb 15, 2013 at 9:23 PM, Alan Teeder wrote:
Is there any way to chain checklists automatically so that they follow one
another in a pre-defined order?
They should appear in the checklists dialog in the order in which they are
defined in the XML file, so simply define them in the order
On Fri, Feb 15, 2013 at 9:33 AM, Erik Hofman wrote:
On 02/15/2013 10:00 AM, Renk Thorsten wrote:
So I will remove the option from GIT again and clear out the *-autumn.png
textures in the next days and develop this further for my own private
enjoyment (with the understanding that I'll make
On Thu, Feb 14, 2013 at 9:40 AM, James Turner wrote:
In this specific case, that means there shouldn't be a slider, there should
be some additional values in a place that can be customised per-region.
Since what the *user* wants is that in the region they are in, the colours /
effect look
Hi All,
The complete 2.10 changelog is available here:
http://wiki.flightgear.org/Changelog_2.10
I've now made it read-only. If anyone has any final comments/edits
they want to make, please let me know.
I anticipate using a slightly modified version of the first couple of
paragraphs for the
On Mon, Feb 11, 2013 at 6:35 PM, Torsten Dreyer wrote:
Do we have the latest getstart.pdf compiled and picked into the release
branch?
Yes, this is already done.
Toshi recently sent some updates that I'll try to get in before the weekend,
but they aren't shipstopper issues.
Anything else to
Thanks Toshi. I'll try to get these changes incorporated before the
weekend release.
-Stuart
On Tue, Feb 12, 2013 at 3:56 PM, YOSHIMATSU Toshihide
qzt04...@nifty.ne.jp wrote:
Hi Martin and Stuart,
I checked incorrect or dead links in the current version of Manual
(except Appendix).
On Fri, Feb 8, 2013 at 11:11 PM, Alan Teederwrote:
Is the intention to make tutorials easier to compose, or is it to replace
them?
Easier to compose. The tutorial system is much richer than the checklists,
for example it supports specific error conditions, audio, and multiple messages.
At
On Thu, Feb 7, 2013 at 10:28 PM, Gijs de Rooy wrote:
one request I would like to place is to automatically spread the checklist
over multiple pages if it gets longer than, say 20 lines. Especially the
complex birds tend to have long checklists ;-)
That's a bit tricky to do within the GUI, and
On Wed, Jan 30, 2013 at 2:41 PM, James Turner wrote:
I'm thinking of combining this with the tutorial system so you can
have a virtual co-pilot go through the checklist, calling out the
items for you to complete.
I'd be interested to hear if those who like flying heavy iron think
this would
On Wed, Feb 6, 2013 at 11:05 PM, James Turner wrote:
Is this a significant enough / safe enough change to push to the release
branch?
It should be safe enough, as it's just applying some techniques
already used for the
trees.
I'm ambivalent about whether it's a release branch candidate
On Thu, Jan 31, 2013 at 9:05 AM, Vivian Meazza wrote:
I'm not sure if I'm doing something wrong here: we now have so many
different options, but getting snow by method 2 or 3 results in deciduous
trees in full leaf with snow coverage on the ground. Not an impossible
scenario, but bare trees
On Wed, Jan 30, 2013 at 9:16 AM, James Turner wrote:
Okay, I'll wait for some feedback from Stuart and then merge, if no one beats
me to it.
I've had a look, and it all looks fine. Please merge back to 2.10.0.
Thanks,
-Stuart
Hi Guys,
Just a quick note to mention that I pushed a change to the checklists
function last night that allows you to add condition blocks to
checklist items to indicate when the checklist item is complete.
If a condition block exists for an item, it's displayed in green
when evaluated to true,
Hi James,
Both HTML and PDF versions of the short reference were checked in
(Docs/FGShortRef.pdf).
-Stuart
On Tue, Jan 29, 2013 at 11:01 PM, James Turner zakal...@mac.com wrote:
On 29 Jan 2013, at 21:55, Stuart Buchanan stuar...@gmail.com wrote:
I've just pushed a small commit checking
Hi Guys,
Would it be possible to have auto-filtering of the aircraft download
page based on rating for the upcoming release?
I know that Gijs did some work in this area prior to the last release,
and I think it would really help new users in identifying the really
high quality aircraft.
-Stuart
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