* 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.

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