* gerard robin -- Saturday 08 December 2007: > but don't forget that we can within JSBSim avoid most of the Nasal code > everything done in the FDM.
Again: this doesn't even *work* for what you fear it could be (ab)used. The bit of Nasal code in bo105.xml is simply ignored if you fly the bo105. It's only run for bo105 that appear as multiplayer objects, or such that you place as scenery decoration. There are only two uses for embedded Nasal: - static objects (e.g. animated hangar doors), where it's useful that the Nasal module is created when the object comes "into sight" (if you have good eyes ;-), and is removed again when you leave the area - MP objects, which need to run code that knows where in the property tree its parameters reside, and which have to move or modify properties there. m. ------------------------------------------------------------------------- SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel