Jim Wilson wrote:
Jon S Berndt said:


On Tue, 06 Apr 2004 20:58:24 +0200
 Erik Hofman <[EMAIL PROTECTED]> wrote:

Your idea of simple is different then mine. Most of the time I know the names I've given objects for 3d animations, I never seem to remember the order in which I put them in the file ...

So ... to get some closure on this issue, do we give the FGLGear class some bindings based on the gear name?

I'm fine with Erik's idea, but I would like to get David M's take on it first because he is the xml / property system guru and AFAIK this diverges from anything we've done before.

Is it really. I think we already using property names on the fly. But then again, the issue that started this thread has already been solved and is now covering how it would be easier for a 3d modeler to use the gears.


Rather than having variable attribute names, it might actually be more
consistant to have a "gear[n]/name" string attribute.  All we need is a way to
specify references to that in animation xml (or could nasal do it?).

There is a disadvantage attached to the proposed solution, we have to modify at least all JSBSim aircraft (and it's corresponding YASim configuration files, like for the C172). This requires quite some work and can introduce new mistakes.


That said, I like the idea of named gear locations, it will be an improvement for new (yet to be modeled) aircraft because it makes the modelers quite clear what they are using.

Up until now I was under the impression that gear numbering started with leftmost=0, rightmost=1 and nose=2 ...

Erik

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