On 10 Dec 2009, at 21:41, Scott Hamilton wrote:
I can't seem to find it in airportinfo(), this is what debug.dump shows;
{ id: 'YMML', elevation: 131.97839, lat: -37.66986124, name:
'Melbourne Intl', has_metar: 1, lon: 144.842831907, runways: {
16: { id: 16, stopway:
On Thu, 2009-12-10 at 11:29 -0500, Joshua C. Stonestreet wrote:
RE: Building SG/FG in native MS Windows using MSVC
You do not specifically state which MSVC build files you started with,
but assume you used those in the respective SG/FG cvs or tar.gz sources?
Nearly ALWAYS the MSVC build files
Hi!
Alex was kind enough to give me shell access to his machine so I think
I have this beast figured out.
1) The immediate cause of the crash is due to
DistanceOrdering::operator() accessing an invalid pointer
2) The reason for that is std::sort indexing before the array (man, I
hate templates!)
Hey gang.
I've just started putting together some visual aids in understanding what
happens in a scenery build process. That's well and good, but I'm having an
issue with terrafit. I've recently discovered that my understanding of how
terrafit works is wrong. I'd always assumed it took a grid
On Fri, Dec 11, 2009 at 9:58 AM, cullam Bruce-Lockhart
culla...@yahoo.comwrote:
Hey gang.
I've just started putting together some visual aids in understanding what
happens in a scenery build process. That's well and good, but I'm having an
issue with terrafit. I've recently discovered that my
Hi Folks --
There is is an opportunity to add some interesting, aviation-related
features to the FG scenery.
Here is a list of NEXRAD (weather radar) sites:
http://www.mmm.ucar.edu/pdas/ftp/data/nexrad-craft.net
http://www.cimms.ou.edu/~langston/hybridscan/radarinfo.html
And here are the
On Dec 11, 2009, at 10:58 AM, cullam Bruce-Lockhart wrote:
Hey gang.
I've just started putting together some visual aids in understanding
what happens in a scenery build process. That's well and good, but
I'm having an issue with terrafit. I've recently discovered that my
understanding
Not too long ago, it was possible to print to stdout from
nasal scripts called from keyboard event handlers and joystick
axis handlers.
In the current (development) version, print() statements
have no effect chez moi. Similarly, runtime nasal error
messages are not appearing.
Is this
On Fri, 11 Dec 2009, John Denker wrote:
Anybody who is tempted to look at this is reminded of the
output ... /output section at the end of c172p.xml
I have sometimes found it useful.
Does anybody know if/where this feature is documented?
It is documented in section 3.1.11 (starting at page
This reduces by an order of magnitude the amount of
adverse yaw _in cruising flight_ in the c172p.
This is much more realistic.
There is still a ton of adverse yaw during slow flight.
commit 74e59d6c9fb1eca08fb446c26c7b5d873c45b0ea
Author: John Denker j...@av8n.com
Date: Fri Dec 11
On Fri, Dec 11, 2009 at 4:13 PM, Csaba Halász csaba.hal...@gmail.com wrote:
are not guaranteed to be the nearest ones. Also, I am not entirely
sure that the current cutoff distance checking is sufficient. Let's
suppose a coordinate system centered on the bucket containing the ref
point at the
Geoff,
I agree with all you have said, but would add the following:
The reset bug has been sorted.
The crash-on-exit bug has probably been sorted, but I haven't had time to
test it yet.
I don't see the red/orange effect you report.
There is a binary here - a few days old, and
I am no longer seeing the first two bugs which seem to have been sorted out
this week, but do have a similar problem with sound. See my thread with Eric.
From: Vivian Meazza
Sent: Friday, December 11, 2009 9:13 PM
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Flight
Vivian Meazza a écrit :
Geoff,
I agree with all you have said, but would add the following:
The reset bug has been sorted.
The crash-on-exit bug has probably been sorted, but I haven’t had time
to test it yet.
I don’t see the red/orange effect you report.
got something like that too
* jean pellotier -- Friday 11 December 2009:
got something like that too on linux, but guess what? with an ati card
I'm better off on Linux (with an nvidia card). I can at least decide
whether I want clouds *or* material animations broken:
http://members.aon.at/mfranz/material-shaders.jpg
On Fri, 2009-12-11 at 10:44 -0700, John Denker wrote:
On 12/03/2009 10:18 AM, Stuart Buchanan wrote:
I took the opportunity to check the PoH against the simulator
experience. While I didn't go as far as getting the OAT exactly
right, the errors I came across were fairly signficant (using
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