[Flightgear-devel] Generic Blackout/Redout

2008-02-16 Thread Stuart Buchanan
Hi All,

We currently have a number of aircraft which feature blackout and redout due to
the G-force on the pilot. 

Blackout occurs when the pilot is subject to high positive G-loading, as the
blood is drained from the head. Red-out occurs when the pilot is subject to high
negative G-loading, as extra blood pools in the head. The effects can be
mitigated by tensing the muscles of the legs (for blackout) or wearing a G-suit.

I've just committed a generic, configurable version which means that all 
aircraft
now have G-force blackout, and the aircraft-specific versions can now be 
retired.
As G-force affects all pilots, it seems appropriate to have a single solution 
for
everyone as part of the core simulator, rather than only specific aircraft.

Notes:

1) There is a G-force Options dialog under the View menu, which allows the user
to enabled/disable blackout and set the G-force at which blackout and red-out
occur, and are complete (i.e. the screen is completely black/red).

2) Whether or not blackout is enabled is controlled by
/sim/rendering/redout/enabled. This is a userarchive property. The intention is
that the user will configure this.

3) The points at which blackout/redout start and are complete are configured by
the following properties:

/sim/rendering/redout/blackout-onset
/sim/rendering/redout/blackout-complete
/sim/rendering/redout/redout-onset
/sim/rendering/redout/redout-complete

These are not userarchive. The intention is that aircraft designers can 
configure
these appropriately to take into account the resilience of the pilot. For
example, the default values are probably appropriate for a civilian pilot, while
a military pilot in a G-suit will have a much higher tolerance.

4) The blackout/redout only occur within in-cockpit views (the view/internal
property), so have no effect on chase or tower views.

5) The properties and dialogs are under redout as this is the name .cxx file
and that implements the blackout/redout, and also the property which is used to
control the current blackout/redout itself. Yes, we could change it to
blackout.

6) This is OSG only, so isn't applicable to the plib data branch.

Comments are, as always, very welcome.

-Stuart


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Re: [Flightgear-devel] Tomcat beta and some RFC

2008-02-16 Thread Csaba Halász
On Feb 16, 2008 6:32 PM, flying.toaster [EMAIL PROTECTED] wrote:

  If CVS maintainers think it is worthy, I will provide a link to a compressed 
 TAR file

I am not a cvs maintainer, but by all means, do provide a tarball for
testing! Surely a lot of people are interested in the Tomcat.

-- 
Csaba/Jester

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Re: [Flightgear-devel] FG seasons

2008-02-16 Thread Georg Vollnhals
SydSandy schrieb:
 Hi everyone ,
 Since I've been working on trees and seasonal textures , I'd like to propose 
 some ideas 
 1: Could we have Jester's materials.xml condition patch put in CVS ?
 2: Remove the .winter that is appended to the texture path in the source code?
 3: Add /sim/startup/season = summer as default to the preferences.xml , since 
 it doesn't exist unless you use the command line option ? 
 4: Have a Textures.high/Trees with 128 pixel high images for the systems that 
 can handle it ? (which I've already created ) 
 5: I better stop there ;)

 Cheers

   
Hi Syd,

this is just a feedback as I reported some problems with lacking ground
textures in the winter-season. I found out what the problem was - as
always very simple but time-consuming to get there:

1.
I identified 2 problems where the materials.xml has set the texture-path
to Terrain.winter/..
When you change it to just Terrain/.. the WINTER groundtextures are
displayed in FG.

SAMPLES:

nameEvergreenBroadCover/name
...
!-- was 080216 textureTerrain.winter/forest1.rgb/texture --
 textureTerrain/forest1.rgb/texture


 nameDeciduousBroadCover/name
...
 !--changed from textureTerrain.winter/forest1.rgb/texture --
 textureTerrain/forest1c.rgb/texture
 
There are 3 further pathes set in the material.xml to Terrain.winter.
Should I change them to just Terrain either?

2. Lacking City-textures
I just placed city1.rgb .. city3.rgb summer-textures into
/Textures.high/Terrain.winter and they are now displayed. Better
summer-textures than no textures at all :-). I think this is easy to
change and if there is no GIMP specialist who can do this very fast I
will have a look at GIMP how to convert green to white. This should do
for the first until we get some better city textures.

Georg EDDW

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Re: [Flightgear-devel] Bizarre dynamic scenery

2008-02-16 Thread Melchior FRANZ
* jean pellotier -- Monday 21 January 2008:
 the bo105 has this problem, specialy the doors witch are invisible when 
 it's an mp aircraft. (and the livery change is global)

This was a bug in the SGMaterialAnimation class. Should be fixed now.

m.

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Re: [Flightgear-devel] FG seasons

2008-02-16 Thread SydSandy
On Sat, 16 Feb 2008 19:40:21 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 SydSandy schrieb:
  Hi everyone ,
  Since I've been working on trees and seasonal textures , I'd like to 
  propose some ideas 
  1: Could we have Jester's materials.xml condition patch put in CVS ?
  2: Remove the .winter that is appended to the texture path in the source 
  code?
  3: Add /sim/startup/season = summer as default to the preferences.xml , 
  since it doesn't exist unless you use the command line option ? 
  4: Have a Textures.high/Trees with 128 pixel high images for the systems 
  that can handle it ? (which I've already created ) 
  5: I better stop there ;)
 
  Cheers
 

 Hi Syd,
 
 this is just a feedback as I reported some problems with lacking ground
 textures in the winter-season. I found out what the problem was - as
 always very simple but time-consuming to get there:
 
 1.
 I identified 2 problems where the materials.xml has set the texture-path
 to Terrain.winter/..
 When you change it to just Terrain/.. the WINTER groundtextures are
 displayed in FG.
 
 SAMPLES:
 
 nameEvergreenBroadCover/name
 ...
 !-- was 080216 textureTerrain.winter/forest1.rgb/texture --
  textureTerrain/forest1.rgb/texture
 
 
  nameDeciduousBroadCover/name
 ...
  !--changed from textureTerrain.winter/forest1.rgb/texture --
  textureTerrain/forest1c.rgb/texture
  
 There are 3 further pathes set in the material.xml to Terrain.winter.
 Should I change them to just Terrain either?
 
 2. Lacking City-textures
 I just placed city1.rgb .. city3.rgb summer-textures into
 /Textures.high/Terrain.winter and they are now displayed. Better
 summer-textures than no textures at all :-). I think this is easy to
 change and if there is no GIMP specialist who can do this very fast I
 will have a look at GIMP how to convert green to white. This should do
 for the first until we get some better city textures.
 
 Georg EDDW
 
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Yes I thought I mentioned changing the Terrain.winter to Terrain...
We still need to remove the appended .winter in the source code , but I can't 
do that ...
Then the materials.xml can pick its own textures from whichever folderit 
desires and not be forced into the Terrain.winter folder...
Cheers

-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] b1900d asi suggestion

2008-02-16 Thread SydSandy
On Sat, 16 Feb 2008 10:28:24 +0100
K. Hoercher [EMAIL PROTECTED] wrote:

 Hi!
 
 According to 
 http://www.pprune.org/forums/archive/index.php/t-166572.html
 http://www.airweb.faa.gov/Regulatory_and_Guidance_Library/rgMakeModel.nsf/0/4bd70d173cbc5f4586256fb80048f054/$FILE/A24CE.pdf
 and others at google's discretion the b1900d is restricted to a
 Vmo=248KIAS and a Mmo of 0.48 at an, allegedly, pressure altitude of
 13200ft or above. That restriction is somehow displayed by the barber
 pole in the airspeed indicator. Short of knowing (despite some search)
 how the asi works to that effect I suggest something like the patch
 attached.
 
 The change in the asi300gauge.ac would reset the barber pole to start
 from a position where its lower edge meets the upper one of the airspeed
 needle. That allows for it to be driven through the illinear scaling of 
 the modelled asi mimicking the airspeed needle animation.
 
 I have cutoff its movement at an arbitrary 178(KIAS), as that would be
 way beyond any specified operating limits.
 
 The calculation itself is a bit messy. I think the changeover point is
 a made up reference to essentially construe a meaning of
 limit=min(Vmo,Mmo). Apparently the equality would be at that pressure 
 altitude in ISA standard day conditions, but could shift somewhat as the
 speed of sound isn't dependent on the pressure itself alone. I decided
 to stick to that published pressure alt restriction until I know 
 positively otherwise.
 
 As the indicated-speed-kt property is calculated from the density of
 the air (thus including temperature), side-slip, pressure etc. which I
 think would also define the mach number to compare against, I avoided the
 real calculation steps and just took it as a reference to somehow
 arrive at a value for representing the Mach 0.48 in the KIAS scale. Any
 noise at low speeds/altitudes can be written off following the sticking
 to the mentioned changeover criterium. That should also minimize the
 computing effort needed every frame.
 
 The same is perhaps true for not overwriting the property with the Vmo
 every frame. Yeah I know, don't speculatively optimize without
 profiling. I plead guilty on infringing that one; please change as you
 see fit.
 
 HTH
 K. Hoercher
 

I,ve added your improvements , it's now in cvs .Thanks .
Cheers

-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] Generic Blackout/Redout

2008-02-16 Thread Stuart Buchanan

--- Stuart Buchanan wrote:
 I've just committed a generic, configurable version which means that all
 aircraft
 now have G-force blackout, and the aircraft-specific versions can now be
 retired.
 As G-force affects all pilots, it seems appropriate to have a single solution
 for
 everyone as part of the core simulator, rather than only specific aircraft.

I've committed some changes to this, based on feedback from Melchior.

The only change in function is that the property names have changed to the
following:

/sim/rendering/redout/parameters/blackout-onset-g
/sim/rendering/redout/parameters/blackout-complete-g
/sim/rendering/redout/parameters/redout-onset-g
/sim/rendering/redout/parameters/redout-complete-g

The other changes make it more efficient (by using listeners instead of reading
properties every iteration) and smoother (by updating the blackout level every
frame).

-Stuart



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[Flightgear-devel] season patch

2008-02-16 Thread SydSandy
Here's a patch to remove the .winter that is appended to the Terrain texture 
path...
I will upload a new materials.xml.test file with the required changes ...
Cheers 

-- 
SydSandy [EMAIL PROTECTED]


mat.diff
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[Flightgear-devel] Looking for someone to interview

2008-02-16 Thread Steven Sayers
Hello, I am Steven Sayers, I co-host a new and, at least I'd consider it up
and coming podcast called The Teen Linux Lounge. I am personally a huge
fan of what the community and developers have done to fgfs. I come to ask
any of you; who have a microphone and a gizmo client installed; would you
like to appear on The Teen Linux Lounge and discuss some of the neat
features you've added, going to add, and topics of that sort. It'd be great
to get a teen fgfs developer however I am fine with any age really. You can
view our site at http://teenlinuxlounge.com and can contact me at
[EMAIL PROTECTED] . Thank you for reading.
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Re: [Flightgear-devel] [ANN] New Eye-Candy

2008-02-16 Thread Csaba Halász
Vivian, thanks for the fun feature ;)
Here are some appetizer screenshots:
http://picasaweb.google.com/Csaba.Halasz/BuccaneerFormationFlying

-- 
Csaba/Jester

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Re: [Flightgear-devel] [ANN] New Eye-Candy

2008-02-16 Thread Curtis Olson
On Sat, Feb 16, 2008 at 7:15 PM, Csaba Halász wrote:

 Vivian, thanks for the fun feature ;)
 Here are some appetizer screenshots:
 http://picasaweb.google.com/Csaba.Halasz/BuccaneerFormationFlying


I don't want to spoil anyone's easter egg Vivian, but nice touch with the
wingman pilot figure!  I had to do a double take to see if I really saw what
I just thought I saw! :-)

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-02-16 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-15_00:44:05 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/particles.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/particles.hxx

particles from Tiago_G


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-15_00:44:24 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/particles.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/particles.hxx

Cleanup of particles contribution

Put particles classes inside simgear namespace

Refactored some redundant code

Reworked local frame math to use OSG math classes as much as possible


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-16_11:01:01 (mfranz)
/var/cvs/SimGear-0.3/source/simgear/scene/model/SGMaterialAnimation.cxx

remove getRootNode(), as this resets the model root


2f585eeea02e2c79d7b1d8c4963bae2d

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear data

2008-02-16 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_00:52:30 (sydadams)
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/cropgrass1.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/cropgrass2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/cropgrass3.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/deciduous1.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/deciduous2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/deciduous4.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/drycrop1.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/drycrop2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/drycrop3.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/drycrop4.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/forest1a.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/forest1b.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/forest1c.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/herbtundra.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/herbtundra2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/herbtundra3.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/irrcrop1.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/irrcrop2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/irrcrop3.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/mixedcrop1.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/mixedcrop3.rgb

Adding missing winter textures ...more to come


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_00:52:31 (sydadams)
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/mixedcrop4.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/mixedforest2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/mixedforest3.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/shrub2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/shrub3.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/tundra2.rgb
/var/cvs/FlightGear-0.9/data/Textures/Terrain.winter/tundra3.rgb

Adding missing winter textures ...more to come


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_12:34:19 (vmmeazza)
/var/cvs/FlightGear-0.9/data/gui/dialogs/formation-select.xml

Experimental formation menu


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_12:38:45 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Liveries/Attic/formation_1.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Liveries/Attic/formation_2.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Liveries/Attic/formation_3.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Liveries/Attic/formation_4.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Liveries/Attic/formation_5.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Liveries/Attic/formation_6.xml

Experimental formation menu stuff


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_16:13:02 (vmmeazza)
/var/cvs/FlightGear-0.9/data/AI/wingman2_demo.xml
/var/cvs/FlightGear-0.9/data/AI/wingman_demo.xml

Experimental formation menu stuff


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_17:27:01 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Formations/formation_1.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Formations/formation_2.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Formations/formation_3.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Formations/formation_4.xml

Correct folder contents


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_17:27:02 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Formations/formation_5.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Formations/formation_6.xml

Correct folder contents


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_20:56:29 (tat)
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/ki-84-sound.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/adf.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/alt.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/boost.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/cyltemp.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/egt.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/gauges.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/gauges.xcf
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Instruments/vsi.xml

Updated Ki-84 for 1.0.0 and OSG/CVS:
Added: ki-84 specific Nasal file and jwarbirds
Modified: alt, cyltemp, vsi for accuracy
Modified: electrical.nas that applied the var to show variable's scope.
Removed: unused Nasal file


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-11_20:56:30 (tat)
/var/cvs/FlightGear-0.9/data/Aircraft/Ki-84/Nasal/Attic/a6m2.nas