[Flightgear-devel] Screenshots about particles

2005-01-26 Thread Luca Masera
Hi Lee,

 Are there any screen shots yet Luca?

I've send some screenshots to Vivian.
If you would see them, ask her or send me an e-mail. I don't
have a private web page to put them.

Hi,
Luca




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RE: [Flightgear-devel] Screenshots about particles

2005-01-26 Thread Vivian Meazza
Luca wrote

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flightgear-devel-
 [EMAIL PROTECTED] On Behalf Of Luca Masera
 Sent: 26 January 2005 09:16
 To: flightgear-devel
 Subject: [Flightgear-devel] Screenshots about particles
 
 Hi Lee,
 
  Are there any screen shots yet Luca?
 
 I've send some screenshots to Vivian.
 If you would see them, ask her or send me an e-mail. I don't
 have a private web page to put them.
 

He will put them on his website.

Regards,

Vivian



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Re: [Flightgear-devel] Screenshots about particles

2005-01-26 Thread Erik Hofman
Vivian Meazza wrote:
Luca wrote

Are there any screen shots yet Luca?
I've send some screenshots to Vivian.
If you would see them, ask her or send me an e-mail. I don't
have a private web page to put them.
He will put them on his website.
And might he be willing to share the URL?
Erik
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RE: [Flightgear-devel] Screenshots about particles

2005-01-26 Thread Vivian Meazza
Erik wrote:

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flightgear-devel-
 [EMAIL PROTECTED] On Behalf Of Hofman
 Sent: 26 January 2005 09:49
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Screenshots about particles
 
 Vivian Meazza wrote:
  Luca wrote
 
 Are there any screen shots yet Luca?
 
 I've send some screenshots to Vivian.
 If you would see them, ask her or send me an e-mail. I don't
 have a private web page to put them.
 
  He will put them on his website.
 
 And might he be willing to share the URL?
 

He has, now that he has put them on his website.

V.



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Re: [Flightgear-devel] Screenshots about particles

2005-01-26 Thread Erik Hofman
Vivian Meazza wrote:
Erik wrote:

Vivian Meazza wrote:
Luca wrote

Are there any screen shots yet Luca?
I've send some screenshots to Vivian.
If you would see them, ask her or send me an e-mail. I don't
have a private web page to put them.
He will put them on his website.
And might he be willing to share the URL?
He has, now that he has put them on his website.
Could you thank him for me?
Erik
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RE: [Flightgear-devel] Screenshots about particles

2005-01-26 Thread Vivian Meazza
Erik wrote:

 Vivian Meazza wrote:
  Erik wrote:
 
 Vivian Meazza wrote:
 
 Luca wrote
 
 Are there any screen shots yet Luca?
 
 I've send some screenshots to Vivian.
 If you would see them, ask her or send me an e-mail. I don't
 have a private web page to put them.
 
 He will put them on his website.
 
 And might he be willing to share the URL?
 
  He has, now that he has put them on his website.
 
 Could you thank him for me?
 

Will do

:-)

V.



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[Flightgear-devel] can 'dynamic' textures be disabled ???

2005-01-26 Thread D Wysong
Can I keep FG from going back into plib and fiddling with
textures once the sim is up/initialized!?

I'm using a custom texture that I created using OpenGL
directly (instead of via plib) and I'm getting HOSED when FG
decides to go load new textures (... or when it does whatever
it does when it starts making calls to ssgLoadTextures,
ssgMakeMipMaps, etc., after the sim is executing).  AArrgh!

Are there any reasons why plib wouldn't let me build/use my
own textures? (... I posted a similar question on the
plib-users list to see if I get any replies)

Why does FG need to load anything once the sim is executing? 
Are textures not allocated/created by FG until they're needed? 
Can this 'load-it-as-you-go' behavior be replaced with a
'load-everything' approach?  What are the consequences?

Thanks,

D

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[Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread Paul Surgeon
On Wednesday, 26 January 2005 17:44, Curtis L. Olson wrote:
 Fred is pondering/working on a more optimal solution for the next
 release.  There are a number of good ideas he can try so I'm sure he'll
 come up with something that works quite well. :-)

Does fgrun scan the scenery directories everytime it is run?!

Paul

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Re: [Flightgear-devel] YASim prop thrust

2005-01-26 Thread Andy Ross
Jim Wilson wrote:
 Speaking of which, in the prop config, what exactly do the cruise
 numbers do?  If I'm not getting enough thrust still out of the prop,
 what should I mess with first?

This is the black magic part, and could really use a redesign.  The
cruise pitch (the RPM and an airspeed) defines the point of maximum
propeller efficiency.  Anything faster or slower will be less
power-efficient according to a curve I reverse-engineered out of a
textbook.  The cruise-power then defines the engine power needed at
that speed.

But that's for a fixed-pitch prop.  For a variable one, it's only for
the one point of the pitch multipler (which is allowed to go from
0.25 - 4.0).  Which is basically useless, because the second the
governor starts it pulls the multiplier off of the default value.  The
end result is that it's pretty much impossible to predict which part
of the efficiency curve a variable pitch propeller will be operating
under in practice.  That's not a huge issue, I don't think, as the
efficiency curve is pretty flat.  But it does make the solution very
sensitive to input values.

The idea of using an efficiency curve to define the prop (instead of,
say, a pitch value and takeoff thrust/power) has some merit, but it
ended up being difficult to tune -- David M. has had trouble with
getting the windmilling speed to be correct, for example, because that
number (which is basically the same thing as pitch) is a derived
value, not a core tunable.

Andy

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[Flightgear-devel] Runway lighting

2005-01-26 Thread Paul Surgeon
I played around with some runway lighting today to see if textured polygons 
are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html

With 6 * 1 ft runways all in view at one time my frame rate dropped from 
50 down to 20 FPS on an old Ti 4200.
I think 6 * 1 ft runways should pretty much cater for any large airport.
That's close to 5000 runway lights.

This is just a hardcoded test to see what the performance impact is if one 
uses a brute force approach with zero performance enhancements.
One could probably cull in between lights beyond certain distances which would 
help performance and look a bit better from a distance.

Also I'm not sure what sort of impact billboarding and distance scaling has on 
performance - it would probably be faster if I had fixed polygons.

If my Ti4200 can do the job then I'm sure newer video cards like the nVidia FX 
5700 and up should handle these lights quite nicely.

Paul

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Re: [Flightgear-devel] can 'dynamic' textures be disabled ???

2005-01-26 Thread Andy Ross
D Wysong wrote:
 I'm using a custom texture that I created using OpenGL directly
 (instead of via plib) and I'm getting HOSED when FG decides to go
 load new textures

Are you sure you aren't picking texture names that collide with the
SSG loader?  If you use glGenTextures(), you should be safe.

Andy

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Re: [Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread Frederic Bouvier
Quoting Paul Surgeon:

 On Wednesday, 26 January 2005 17:44, Curtis L. Olson wrote:
  Fred is pondering/working on a more optimal solution for the next
  release.  There are a number of good ideas he can try so I'm sure he'll
  come up with something that works quite well. :-)

 Does fgrun scan the scenery directories everytime it is run?!

Yes, and I hope to fix that soon. Still pondering.

-Fred

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Re: [Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread Curtis L. Olson
Frederic Bouvier wrote:
Quoting Paul Surgeon:
 

On Wednesday, 26 January 2005 17:44, Curtis L. Olson wrote:
   

Fred is pondering/working on a more optimal solution for the next
release.  There are a number of good ideas he can try so I'm sure he'll
come up with something that works quite well. :-)
 

Does fgrun scan the scenery directories everytime it is run?!
   

Yes, and I hope to fix that soon. Still pondering.
 

My vote is to just present the list of available airports from the apt.dat file with some sort of keyword filter/search mechanism.  Optionally, you could test if the airport chosen by the user actually exists or is installed and produce a suitable warning message before placing them in the middle of an ocean.  

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread Paul Surgeon
On Wednesday, 26 January 2005 20:28, Frederic Bouvier wrote:
 Quoting Paul Surgeon:
  On Wednesday, 26 January 2005 17:44, Curtis L. Olson wrote:
   Fred is pondering/working on a more optimal solution for the next
   release.  There are a number of good ideas he can try so I'm sure he'll
   come up with something that works quite well. :-)
 
  Does fgrun scan the scenery directories everytime it is run?!

 Yes, and I hope to fix that soon. Still pondering.

The approach I took for my airport selection code was :
On first time startup, build a DB of installed airports and save to disk.
Later on if the user installs more scenery they can click on the rebuild 
airport DB button.

This way the loading is quick and one can filter out non-installed airports 
and/or flag them as not installed when displayed in a list.
It works well for me but you maybe you can come up with a better approach.

Paul

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Re: [Flightgear-devel] Screenshots about particles

2005-01-26 Thread Lee Elliott
On Wednesday 26 January 2005 09:59, Vivian Meazza wrote:
 Vivian Meazza wrote:
  Luca wrote
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:flightgear-devel- [EMAIL PROTECTED] On
   Behalf Of Luca Masera
   Sent: 26 January 2005 09:16
   To: flightgear-devel
   Subject: [Flightgear-devel] Screenshots about particles
  
   Hi Lee,
  
Are there any screen shots yet Luca?
  
   I've send some screenshots to Vivian.
   If you would see them, ask her or send me an e-mail. I
   don't have a private web page to put them.
 
  He will put them on his website.

 They are here:

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/snapshot%20-%201
.jpg

 and

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/snapshot%20-%202
.jpg

 Regards,

 Vivian

Ta.

Looks interesting - what's the performance hit and what 
attributes can be set for the particles?

LeeE

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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-26 Thread Robicd
Datum: WGS84
Projection: NUTM33
Coordinate top left
x: 353620.2 y: 4225543.6
Coordinate bottom right
x: 354212.2 y: 4225976.1
These are UTM North Zone 33
http://www.dmap.co.uk/utmworld.htm
You probably will want to warp these into LatLon space
http://www.remotesensing.org/gdal/gdal_utilities.html#gdalwarp
I've found Geotrans Translator v.2.2.5 software; I tried using it for 
converting from WGS84/NUTM33 to WGS84/Geodetic coordinates and I had 
some not very good results.
I don't know if I am making something wrong with that software or the 
starting coordinates are not accurate (although they should be :-)
I'll investigate more and download GDAL too. Let's see.

Do you know Geotrans too? Is it of any value?
Roberto
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RE: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-26 Thread Norman Vine
Robicd writes:
 
 I've found Geotrans Translator v.2.2.5 software; I tried using it for 
 converting from WGS84/NUTM33 to WGS84/Geodetic coordinates and I had 
 some not very good results.
 I don't know if I am making something wrong with that software or the 
 starting coordinates are not accurate (although they should be :-)
 I'll investigate more and download GDAL too. Let's see.
 
 Do you know Geotrans too? Is it of any value?

If this is the NIMA Geotans tool,  it is an excellent tool.

Norman

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Re: [Flightgear-devel] YASim prop thrust

2005-01-26 Thread Jim Wilson
Andy Ross said:

 Jim Wilson wrote:
  Speaking of which, in the prop config, what exactly do the cruise
  numbers do?  If I'm not getting enough thrust still out of the prop,
  what should I mess with first?
 
 This is the black magic part, and could really use a redesign.  The
 cruise pitch (the RPM and an airspeed) defines the point of maximum
 propeller efficiency.  Anything faster or slower will be less
 power-efficient according to a curve I reverse-engineered out of a
 textbook.  The cruise-power then defines the engine power needed at
 that speed.
 
 But that's for a fixed-pitch prop.  For a variable one, it's only for
 the one point of the pitch multipler (which is allowed to go from
 0.25 - 4.0).  Which is basically useless, because the second the
 governor starts it pulls the multiplier off of the default value.  The
 end result is that it's pretty much impossible to predict which part
 of the efficiency curve a variable pitch propeller will be operating
 under in practice.  That's not a huge issue, I don't think, as the
 efficiency curve is pretty flat.  But it does make the solution very
 sensitive to input values.
 
 The idea of using an efficiency curve to define the prop (instead of,
 say, a pitch value and takeoff thrust/power) has some merit, but it
 ended up being difficult to tune -- David M. has had trouble with
 getting the windmilling speed to be correct, for example, because that
 number (which is basically the same thing as pitch) is a derived
 value, not a core tunable.
 

What should I look for then when mucking with the cruise numbers from the prop
definition?  Or is there some way to just remove them?

I've tried to get a little more thrust of this prop and haven't had much luck.
 One thing that just occurred to me, does this formula make any assumption
about the number of blades?  The P51D prop has four blades and I'm not clear
on how that is accounted for.

Best,

Jim


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Re: [Flightgear-devel] YASim prop thrust

2005-01-26 Thread Andy Ross
Jim Wilson wrote:
 What should I look for then when mucking with the cruise numbers from
 the prop definition?  Or is there some way to just remove them?

One thing to try would be to remove the variable pitch settings
entirely and nail the prop down at your specified cruise setting
(which should generally be low rpm, long range values).  Verify that
you get the desired performance in that configuration, then add the
min/max settings back in to check that they don't break anything.
Doing it this way, the variable pitch tuning shouldn't be far off from
1.0 in your cruise configuration.

 I've tried to get a little more thrust of this prop and haven't had
 much luck.  One thing that just occurred to me, does this formula make
 any assumption about the number of blades?  The P51D prop has four
 blades and I'm not clear on how that is accounted for.

Doesn't matter.  The big advantage to doing the modelling with an
efficiency curve is that you don't worry about details like this.  The
engine provides input power, divide by current speed to get output
thrust.  Plausibly perfect performance in all conditions.  But hard to
tune.

What thrust are you looking for, btw?  You can get an actual value in
pounds out of the property tree.  With some unit conversions, you can
multiply this by the true airspeed and divide by the engine power
output to work backwards manually to an efficiency value (maybe a
Nasal script would be good for this).  If you are seeing something in
the range of 75-85%, then your problem is more likely engine power
than prop thrust.

Andy

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Re: [Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread Arnt Karlsen
On Wed, 26 Jan 2005 12:56:23 -0600, Curtis wrote in message 
[EMAIL PROTECTED]:

 My vote is to just present the list of available airports from the
 apt.dat file with some sort of keyword filter/search mechanism. 
 Optionally, you could test if the airport chosen by the user actually
 exists or is installed and produce a suitable warning message before
 placing them in the middle of an ocean.  

..on icy waters frozen deep enough to carry the plane, take off is
still possible in RL.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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[Flightgear-devel] ..Groklawyers warns GPL developers against Sun's OpenSolaris patents

2005-01-26 Thread Arnt Karlsen
Hi, 

..this Groklaw thread suggests we cannot do a GPL port to Sun's new
OpenSolaris, as we risk lawsuits:

 Hold yer horses
 
 Authored by: ctrawick on Wednesday, January 26 2005 @ 09:56 AM EST
 
 Don't go browsing uspto.gov quite yet. They do NOT appear to be
 actually releasing it to the FOSS community, despite the hype.
  
 And I quote: By releasing the OpenSolaris OS platform under the CDDL,
 the open source community will immediately gain access to 1,600 active
 Sun patents for all aspects of operating system technologies that
 encompass features ranging from kernel technology and file systems to 
 network management, to name a few.
  
 If I'm correctly reading between the lines here, they're NOT opening
 up those patents to all FOSS. Only OpenSolaris (f)OSS. Until I see
 some sort of clarification out of our sometimes-friend Sun, I'm not
 touching this. 
 IBM went a lot further by releasing a legally binding patent license
 laying out to the world the precise terms of use for their IP. I'll
 venture to demand that Sun do the same. Otherwise, this is no better
 than a bait-and-switch patent trap.
  
 Can you imagine one open source project suing another for IP
 infringement?  Scary.

http://www.groklaw.net/comment.php?mode=displaysid=2005012601161059title=Hold%20yer%20horsestype=articleorder=hideanonymous=0pid=266577#c266612
 
 This is dangerous stuff
 
 
 Authored by: Ed Freesmeyer on Wednesday, January 26 2005 @ 10:35 AM
 EST
 
 
 I agree with the parent, but would go one step further. I'm reposting
 an observation that I also posted yesterday.
  
  Because Sun is not opening their patents to the entire open source
 community under any license, anyone who works on CDDL code and/or
 reviews the Sun patents is now tainted and opens their project/company
 up to willful patent infringement litagation as opposed to
 unknowing litagation. 
  Unless you will be working on OpenSolaris exclusively for the rest of
 your career or expect to release all your future code under the CDDL
 exclusively, it would be smart to *NOT* read, review, or read reviews
 of any of Sun's so-called released patents in order to avoid
 willfull patent infringement charges that Sun is in no way prohibited
 from filing against any open source license but CDDL. THIS INCLUDES
 GPL !!!

http://www.groklaw.net/comment.php?mode=displaysid=2005012601161059title=This+is+dangerous+stufftype=articleorder=hideanonymous=0pid=266612#c266653

..more at: http://groklaw.net/article.php?story=20050126023359386

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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[Flightgear-devel] Updated P-51D flight model

2005-01-26 Thread Jim Wilson
There is an update P-51D flight model config in YASim.  I've basically taken
out stuff that doesn't work (e.g. faking the second stage boost) and have
added the correct gear ratio, and made a few adjustments to make approaches a
little more realistic.  The aircraft may still be slightly underpowered but it
should behave more reasonably than it was before.

For those who want to try it a tip on ground handling:

For takeoff, set the rpm (blue knob) all the way forward (max rpm).  Set the
throttle (with Boost) to about 3/4 (manifold pressure 45).  As with any tail
dragger, be ready with the rudder as soon as the tail lifts off.  Once you are
stable and just about to lift off,  push the throttle forward to get maximum
power at liftoff.

I don't have a POH, but have seen varies anecdotes and a few pages from the
manual.  From what I've read this is pretty much the same with a real P-51D. 
You can easily lose control by giving it too much power to fast.   That's why
it's called a Mustang...it's a wild ride.

Best,

Jim


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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against Sun's

2005-01-26 Thread Martin Spott
Arnt Karlsen wrote:

 ..this Groklaw thread suggests we cannot do a GPL port to Sun's new
 OpenSolaris, as we risk lawsuits:

No, and the reason is stated here:

 Because Sun is not opening their patents to the entire open source
 community under any license, anyone who works on CDDL code and/or
 reviews the Sun patents is now tainted [...]

Porting to OpenSolaris and working on OpenSolaris are two totally
different topics. BTW:

1.) we get around 300 downloads of the Solaris package per _year_,
2.) I expect the sol8 package to run on sol9 and OpenSolaris as well.

So why should be bother 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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