Oliver Schroeder wrote:
1) "out of reach"
[...]
So the question is: How can I easily calculate the distance and how many
nautical miles are "out of reach" (thinking of e.g. radar systems) ?
I think the range should be user configurable.
For VFR we have a nearly hard coded limit of 10 NM from the metar, and
at that range I don't think
one can really see another aircraft.
If your plane has some TCAS instrumentation then you will need perhaps
20 to 40 nm.
If you are a traffic controler you want more than that.
2) chat messages
[...]
protocoll supports chat-messages and the ATC-module has functions to queue
and display them on screen. So it should'nt be too hard to combine them and
enable chat-messages. Somebody willing to give it a try?
As Pigeon said, make that a separate window, because the ATC line is
allready nearly impossible
to read ;) It should not be hard to code but the atc code is not good
for that (anyway it does not
queue messages).
3) artificial life at airports
The server gives a lot of opportunities. One of the first things which came
to my mind was artificial traffic at airports. It should be fairly easy to
write clients in any (network capable) language which do simulate a client.
This can be simply a helicopter standing near a hangar or even a plane flying
around an airport. This would disburden fgfs itself (since it does not need
to create AI traffic itself) and allow an arbitrary number of artificial
clients, each serving it's "own" airport (or whatever area), bringing life to
many areas of the world without manipulating fgfs itself.
The idea is interesting, but at the same time FG allready include the
infrastructure to spawn entities and
animate them, and when we will add new animations like trains, forest
fire or gates I would like to have
them even in the standalon version of FG.
If you want to 'inject' new entities via the server you could just
launch a copy of FG without rendering
near your server and choose an ai scenarii to load.
Harald.
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