I agree, full 3D is the way new sims work and FGFS should have that as well and not implement now a feature that was state of the art some years ago. It is easy to make the yoke optional. While modelling the cockpit I would strive for realism and then let FGFS disable it if the user wants. There may be small "artistic freedoms" to make things more legible, for example shadows on gauges that partly and non-uniformly shadow digits on gauge faces can make it more realistic and pretty, but harder to read. Also, if in reality there is much space between gauges, you can increase the size of the gauges. I also love a fully 3D, fully functional, fully clickable cockpit. But it is a lot of work, more than exteriour models. Also, an artist can make an exteriour model without help from a coder. If an aritist does a 3D cockpit that holds a switch or gauge or whatever that has not been coded before, he needs the help of a coder.
It should off course be possible to change the view direction. I have heard (IIRC from warbirds or Aces High users) that a very nice effect is if the eyepoint moves at the same time. If you sit and look in another direction, turning your head, the eyes move since you will probably hold your neck fairly constant. Also, it should be possible to move the eyepoint via keys so that you can look around things. This may go so far that you can open the canopy and stick your head out to look besides the large obstructing engine. If this is realistic (this technique is used for some planes in RL), then users appreciate this effect a lot. Also, g forces should move the eyepoint as an option (some people like me like this, some don't). AFAIK, this is already in the code. Bye bye, Wolfram. _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
