On Sunday, 14 December 2003 12:03, Erik Hofman wrote: > 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).
Woah! That's probably more than anyone would need to model realistic aircraft sounds. I was assuming that the sound support wasn't too good based on what I've heard when I fly the current aircraft in FG. I'm glad I was wrong. > We don't support a 3d-like 2d cockpit. Instead we went straight to a > full 3d cockpit (with clickable areas). Which is great except that the resolution/quality is not as good as 2D. Sometimes readouts in the 3D cockpit are hard to read. Maybe it's because I need to run at a higher resolution like 1600x1280. What screen resolution do most people ran FG in? > 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. If I can get enough info I was *possibly* thinking of modeling the new Gulfstream G550. 6750 nm range at Mach 0.80 (economy cruise) with 18 passengers at 51000 feet. However I'm not sure if I can get my hands on enough info. I suppose this is what limits most aircraft model designers - it's so hard to get real sound recordings and detailed info on all the complicated systems used in an aircraft unless you happen to know someone who flies or works on them. Pilot Operating Manuals help a lot but sometimes lack the required technical info on how the hardware actually works. Paul _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
