Hi Chris,

I mailed you about a month or so ago, but didn't get a response as yet - perhaps I mailed an old address, perhaps you were / are busy, etc, etc :-)

I was basically just wondering if you're still planning to release your awesome YBBN scenery? I'll re-create it myself if necessary, but have limited time and, having seen the excellent work you've already done, I'm doubtful I could pull off what you did. I've only managed to build the tool chain and drop in the International terminal so far, and that's taken me a couple of months...

Apologies to all for taking this thread off-topic, but I was a bit surprised to see Chris pop up suddenly and wanted to catch him while I could :-)


Chris Wilkinson wrote:
Having corresponded with Innis numerous times on some Australasian scenery/AI stuff I can say that he isn't "stomping away in a huff" as you describe it. He has been a contributor to fg as he says for around 7 years, but not from a coding point of view, rather models and AI networks, which I have helped test prior to the release of 2.0.

I'm in the same boat as Innis, in that I want to help with models and other non-code based parts of the sim. I first installed fg 7 years ago, which back then was a difficult task (for a non-coder and one used to using a GUI to manage software from a distro CD/DVD). My goal was to improve scenery, as the a/c were already pretty cool I thought, but it took nearly 5 years for me to successfully build terragear for the first time. It is the difficulty with which tools such as terragear are built/used that I think has meant no-one other than those who've asked, use any content I've done. I recall correspondence with Innis 8-9 months back where he expressed frustration with trying to get the tools working. I can sympathize with him on that although I did manage eventually (I'm a persistent SOB)...

Ultimately its about the kind of people the fg community want to have helping out. People who like using the sim, but do not code, I think are left in the dark somewhat with wanting to help, as the tools with which that is accomplished are difficult to install and use. As I see it a nice QT/Gtk interface to tie together all the terragear tools shouldn't be a big deal for one of the developers to piece together. I did a mock-up QT tool, see more at...

http://blobster.50webs.com/

Currently I'm trying to build up motivation to download all the libs (again) and rebuild 2.0 so I can see the urban shader effect, but motivation is lacking. It should be easier.

Regards,

Chris Wilkinson, YBBN/BNE.

------------------------------------------------------------------------
*From:* Gene Buckle <ge...@deltasoft.com>
*To:* FlightGear developers discussions <flightgear-devel@lists.sourceforge.net>
*Sent:* Fri, 14 May, 2010 11:33:43 PM
*Subject:* Re: [Flightgear-devel] Thanks for the Ride

On Fri, 14 May 2010, Innis Cunningham wrote:

>
> Hi
> I have tried to help with FG for about 7 years but after installing
> FG 2.0 I give up.
> As I am not a computer programmer I am not able to help with
> coding so I tried to help with model building and AI and scenery.
> With FG2.0 it would appear that the AI is currently unusable  and
> the shading in the models makes seeing things in the cockpit
> difficult unless the sun is in  correct position.If the shading is ment
> to make things look better then I beg to differ.
>

My memory isn't as good as it used to be, but I can't seem to recall you
EVER asking for assistance with any problems you've had with 2.0.  At
least on _this_ list.

I'm quite sure that you'd get help from some of the awesome developers on
this list if you'd asked.  I know it's not as fun or dramatic as stomping
away in a huff, but there you go.

g.



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