Do you want to contribute your free models to our commercial product?
Seems there *is* a reason for my NCGC* license after all...
*(Non-commercial use only; give credit where due)
*Shakes head*
B.
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Hey Geoff,
sad to see that it's a common problem.
But then again, Vista generally wasn't one of MS's better products...
B.
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Since ATI driver support doesn't even qualify as bloody awful,
you're better off running FG in Windows - at least until you get a
newer card or the open source driver gets a huuuge performance
boost.
(With an X1300 , I get nearly twice the FPS in Win 7 compared to Linux)
B.
Hi Geoff,
my Win 7 updates work well and I don't think that GRUB has something
to do with it.
Well, I did try Rembrandt once and it worked, so I assume that your
card can handle it as well.
Don't let the product number fool you; the 2600XT is better than mine
(albeit not being ATI's best card,
Great news about the kernel! Can't wait for it to hit testing on Arch!
(Although I'm not expecting any miracles on this machine.)
B.
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If the new autogen will be included, I'm also in favor for a 3.0.0
version numbering.
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Good to know.
I'd dedicate some CPU time to world scenery generation, but I'm not
sure how many months that would take... :S
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Would trimming down building variety help?
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In other words, object batching is imlemented and used. Good to know, thanks.
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They should scrap the new airport and just reopen Tempelhof.
B.
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Hey everyone,
I need some help or at least some input here.
Until now, I've kept my FGData folder up-to-date by vising the
mapserver, checking the changelogs and manually downloading snapshots
of subfolders.
This is hardly convienient, but necessary, since I don't have disk
space available for
On Sat, May 5, 2012 at 8:07 AM, Gene Buckle ge...@deltasoft.com wrote:
The guy with the i5@3.3/8G/GT450 (and taking 50ms/frame for full-noise
rembrandt) has a crapton of hardware grunt -- no current commercial
game is going to bring that machine to its knees -- we're just *slow*.
X-Plane 10
Good to know, thanks.
Texture work is not important, since there's way more people who know
their way around PS/GIMP than people who can code such autogen
systems. :)
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Vic:
I was kidding.
B.
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Vivian:
A combination of canopy features with individual features scattered
around the edge?
Just like in the Enemy Engaged series of helicopter sims?
(See picture)
http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.jpg
I say this would be a viable
Vivian:
It surely isn't, but who cares, as long as it works.
(It works very well in Enemy Engaged and still looks quite good,
despite being from 1999 (original version).)
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It would probably make things a lot simpler for the average user if
FGFS included a wizard that automatically identified which
combinations of features would be usable on a specific installation.
Using that result as constraining logic in the menus would allow
unusable features to be kept
Can we just settle for a general do as much performance optimization
as feasible approach?
Btw:
Is the multithreading feature being actively worked on?
It would at least help to bring modern multi-core CPUs to bear.
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Wow, this is beyond awesome! And even better than the buggy shader!
I'd take a look at the texture(s) used and see what I can do.
B.
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Better than sec? Nothing is better than sec when it comes to
monitoring Big Data
And there's still one thing to consider: Having one central set of
apt./nav.dat files in the Base Package still doesn't address the trend
of the FlightGear project and Scenery development proceeding
asynchronously.
Wouldn't a simple If custom data is present, use custom data switch
alleviate
Hey guys,
I think I've upgraded GCC to 4.7 recently, but for the life of me, I
can't remember what else got upgraded that might have broken FG
compilation.
The drawback of running a rolling release system (Arch Linux)...
#ifdef _WIN32
# includedirect.h
# includeio.h
#define unlink _unlink
Hello everyone,
I hope this is the right place for GIT version related things.
Anyway, I can't compile the newest build from GIT ('next' branch).
Console output:
[ 97%] Building CXX object
utils/fgadmin/src/CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o
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