Question : How well does FlightGear handle aircraft sounds at the moment? Can I mix any number of sounds together based on the value of a property? Like mixing sounds based on engine RPM, prop pitch, etc
Most (if not all) of your needs should be implemented right now. You can change pitch and volume based on 5 different properties. You can define an offset and a multiplication factor per section and you can also specify whether a property should be handled linear, inverted, absolute logarithmic, squared or powered to 10 (log10).
If this isn't enough (I doubt it wouldn't be enough) it would be easy to adjust the hard limit(s).
How about extra instrument panels? How does FG handle overhead and side panels? I've never seen one in FG yet but I liked the way Fly did the scrolling.
We don't support a 3d-like 2d cockpit. Instead we went straight to a full 3d cockpit (with clickable areas).
How about hydraulic, pneumatic and electrical systems?
Electrical systems are implemented fully. I think hydraulic systems are implemented quite well also. I'm not sure about pneumatic systems.
If I wanted to add an aircraft to FG would I be able to model everything properly without having to do tamper with the FG source code?
I'm not a very competent programmer and the thought of messing around with other people's pet project makes me feel a bit uncomfortable. :)
We are working towards making that possible. I can't promise *everything* can be done without code changes but I tend to think we do better than other simulators in this part. And like the sound code, if something is missing and you can convince the developers we need it, it will almost certainly be implemented for you.
Erik
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