Erik,
On Friday 07 July 2006 23:13, Erik Hofman wrote:
So, basically, no I won't maintain the ACMS FDM but lets keep it
available anyhow.
Ack.
Greetings
Mathias
--
Mathias Fröhlich, email: [EMAIL PROTECTED]
Hi there!
After some time of coding and restructuring I finally managed to clean
up the repaint-code using the property-tree as interface for the data
between fg and sg. Now everything is calculated where it's supposed to
be: Environmental data in fg's environment, positional data in the
Hi Curt,
I've been thinking about the idea with the cylinder the last days.
What I like about it is, that this way the fog of the distant objects is
thicker at ground-level and gets thinner with increasing altitude.
And it's less stress on the hardware than shaders.
The cylinder could be part of
Hi all,
the heli simulation is almost complete for beta testing. Every thing
except the vortex-state-detection and the interface to the yasim-engines
is working now (the engine is simulated rather simplified, but is
working). The feeling is quite different to the old simulation (and I
hope
* Maik Justus -- Sunday 16 July 2006 22:26:
-do you have a sample of the sound, the bo produces when flown through
narrow turns (I would call this a flapping sound)?.
No, but I guess one could fake that by taking the 2blade helicopter
sound and blend it in. I'll try once I know how the stall
Hi Melchior
* Maik Justus -- Sunday 16 July 2006 22:26:
Yes, turbine and rotor RPM were limited to 100%. Both were faked as
there was no simulated turbine behind it, and the rotor rpm was
constant. I've committed a change that allows 140% for both now,
which is the maximum scale value.
On Sunday 16 July 2006 00:43, Julien Pierru wrote:
I don't think we did link, are you talking about the UHF? (we
made a copy of the texture in the OV10 directory).
Julien
[EMAIL PROTECTED]:~$ grep -r A-10 FlightGear/Aircraft/OV10/
I once tried to do some aurorae using very large 3d objects and
while I could see them ok I couldn't get any colour in to them -
they just looked white and the transparency I used in the
texture was ineffective, so I could see the entire object, sharp
edges and all :(
dunno if you might have
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