Paul Surgeon wrote:
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.
  
When we talk about sounds, has anyone thought of maybe implementing the doppler effect, realistic volume and latency of the sound. I had a research project at school a year ago or so on that theme at physics and I wanted to make a computer simulation of this, but ran out of time then.

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?
  
I run it in 1024x768 on the old one and 1280x1024 on the new machine.


- Matevz


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