Re: [Flightgear-devel] PATCH: Seeing the wood for the trees... (clumping random vegetation together)

2009-08-07 Thread James Turner

On 6 Aug 2009, at 23:07, Stuart Buchanan wrote:

 While the current random forest code distributes the individual  
 trees evenly across the terrain. This works well for large areas of  
 forest, but less well for more mixed terrain, where individual  
 copses/woods of trees are mixed with completely open ground.

 I've been working on a small patch to allow trees to be grouped  
 together into woods. This allows what seems to me to be a more  
 realistic grouping of trees for farmland in particular. For example,  
 the following screenshots show old and new renderings of some  
 farmland near my local airfield:

 http://www.nanjika.co.uk/flightgear/old.jpg
 http://www.nanjika.co.uk/flightgear/new.jpg

Looks like a definite improvement to me - for the case you highlight,  
of course. Your definition of woods as density + area + tree density  
seems very sensible to me.

 I'd be very interested in people's opinions on this, particularly as  
 it would result in a change to the distribution of trees globally.  
 I'm well aware that MixedCropPastureCover looks quite different in  
 Scotland than elsewhere.

Speaking as someone who also lives in Scotland, it works great!

;)


More seriously, this does need consideration from people who live  
elsewhere in the world.

James

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Re: [Flightgear-devel] PATCH: Seeing the wood for th e trees... (clumping random vegetation toge ther)

2009-08-07 Thread Torsten Dreyer
 On 6 Aug 2009, at 23:07, Stuart Buchanan wrote:
  While the current random forest code distributes the individual
  trees evenly across the terrain. This works well for large areas of
  forest, but less well for more mixed terrain, where individual
  copses/woods of trees are mixed with completely open ground.
 
  I've been working on a small patch to allow trees to be grouped
  together into woods. This allows what seems to me to be a more
  realistic grouping of trees for farmland in particular. For example,
  the following screenshots show old and new renderings of some
  farmland near my local airfield:
 
  http://www.nanjika.co.uk/flightgear/old.jpg
  http://www.nanjika.co.uk/flightgear/new.jpg

 Looks like a definite improvement to me - for the case you highlight,
 of course. Your definition of woods as density + area + tree density
 seems very sensible to me.

  I'd be very interested in people's opinions on this, particularly as
  it would result in a change to the distribution of trees globally.
  I'm well aware that MixedCropPastureCover looks quite different in
  Scotland than elsewhere.

 Speaking as someone who also lives in Scotland, it works great!

 ;)


 More seriously, this does need consideration from people who live
 elsewhere in the world.
Looks like Scotland and Germany have something in common ;-)
Your new tree placement gets my vote.

Torsten

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Martin Spott
Torsten Dreyer wrote:

 Looks like Scotland and Germany have something in common ;-)

  except from the fact that there are even fewer trees in Scotland
because of their crazy ancestors' decision to build a magnificent naval
force  ;-)

 Your new tree placement gets my vote.

Indeed !
Martin.
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[Flightgear-devel] Generic Input Support

2009-08-07 Thread Jim Campbell
Hi,
The HID Usage Tables (extracted from MacOSX) incude a sub-section 
specifically for Simulation:

/* Simulation Page (0x02) */
/* This section provides detailed descriptions of the usages employed 
by simulation devices. */
enum
{
kHIDUsage_Sim_FlightSimulationDevice= 0x01,/* Application 
Collection 
*/
kHIDUsage_Sim_AutomobileSimulationDevice= 0x02,/* Application 
Collection */
kHIDUsage_Sim_TankSimulationDevice  = 0x03,/* Application 
Collection */
kHIDUsage_Sim_SpaceshipSimulationDevice= 0x04,/* Application 
Collection */
kHIDUsage_Sim_SubmarineSimulationDevice= 0x05,/* Application 
Collection */
kHIDUsage_Sim_SailingSimulationDevice   = 0x06,/* Application 
Collection 
*/
kHIDUsage_Sim_MotorcycleSimulationDevice= 0x07,/* Application 
Collection */
kHIDUsage_Sim_SportsSimulationDevice= 0x08, /* Application 
Collection 
*/
kHIDUsage_Sim_AirplaneSimulationDevice= 0x09, /* Application 
Collection */
kHIDUsage_Sim_HelicopterSimulationDevice= 0x0A,/* Application 
Collection */
kHIDUsage_Sim_MagicCarpetSimulationDevice= 0x0B,/* Application 
Collection */
kHIDUsage_Sim_BicycleSimulationDevice   = 0x0C,/* Application 
Collection 
*/
/* 0x0D - 0x1F Reserved */
kHIDUsage_Sim_FlightControlStick= 0x20,/* Application 
Collection */
kHIDUsage_Sim_FlightStick   = 0x21, /* Application Collection */
kHIDUsage_Sim_CyclicControl = 0x22, /* Physical Collection */
kHIDUsage_Sim_CyclicTrim= 0x23, /* Physical Collection */
kHIDUsage_Sim_FlightYoke= 0x24, /* Application Collection */
kHIDUsage_Sim_TrackControl  = 0x25, /* Physical Collection */
/* 0x26 - 0xAF Reserved */
kHIDUsage_Sim_Aileron   = 0xB0, /* Dynamic Value */(
kHIDUsage_Sim_AileronTrim   = 0xB1, /* Dynamic Value */
kHIDUsage_Sim_AntiTorqueControl = 0xB2,/* Dynamic Value */
kHIDUsage_Sim_AutopilotEnable   = 0xB3, /* On/Off Control */
kHIDUsage_Sim_ChaffRelease  = 0xB4, /* One-Shot Control */
kHIDUsage_Sim_CollectiveControl = 0xB5,/* Dynamic Value */
kHIDUsage_Sim_DiveBrake = 0xB6, /* Dynamic Value */
etc. etc.

A google search for Universal Serial Bus HID usage will reveal a pdf 
document www.usb.org/developers/devclass_docs/Hut1_11.pdf (159 pages so 
not included) and it would be useful for cockpit building if some of 
these could be recognised, especially pages 0x01(generic) and 
0x02(simulation) (see specificially the table on page 36 of the 
document)!!

cheers
Jim



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Re: [Flightgear-devel] PATCH: Seeing the wood for th e trees... (clumping random vegetation together)

2009-08-07 Thread Patrice Poly
This looks like a great improvement to me !

It makes me think too, could it be applied to cloud layers ? High altitude 
clouds distribution looks very even too. But then I'm not sure if they are 
distributed at random at all.


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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Arnt Karlsen
On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message 
h5gpm1$vj...@osprey.mgras.de:

 Torsten Dreyer wrote:
 
  Looks like Scotland and Germany have something in common ;-)
 
   except from the fact that there are even fewer trees in Scotland
 because of their crazy ancestors' decision to build a magnificent
 naval force  ;-)

..you forget a lot of _that_ wood came from Norway. ;o)

  Your new tree placement gets my vote.
 
 Indeed !
   Martin.

.. ;o)

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Torsten Dreyer
 On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message

 h5gpm1$vj...@osprey.mgras.de:
  Torsten Dreyer wrote:
   Looks like Scotland and Germany have something in common ;-)
 
    except from the fact that there are even fewer trees in Scotland
  because of their crazy ancestors' decision to build a magnificent
  naval force  ;-)

 ..you forget a lot of _that_ wood came from Norway. ;o)
Fortunately they did not use Swedens wood. IKEA wouldn't exist!

Torsten

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread leee
On Friday 07 Aug 2009, Torsten Dreyer wrote:
  On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in
  message
 
  h5gpm1$vj...@osprey.mgras.de:
   Torsten Dreyer wrote:
Looks like Scotland and Germany have something in common
;-)
  
     except from the fact that there are even fewer trees in
   Scotland because of their crazy ancestors' decision to build
   a magnificent naval force  ;-)
 
  ..you forget a lot of _that_ wood came from Norway. ;o)

 Fortunately they did not use Swedens wood. IKEA wouldn't exist!

 Torsten

I'm just wondering how much hardwood there is in Sweden.  Sweden's 
Firs might have been ok for the masts and spars but hardwood was 
needed for the hull and superstructure, typically Oak for the keel 
and frames and other hardwoods for hull and deck planking.  Teak 
was especially favoured for deck planking once trade had opened up 
the tropics.  A relatively little known fact is that Balsa is 
actually a hardwood :-)

LeeE

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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Arnt Karlsen
On Fri, 7 Aug 2009 12:44:39 +0100, leee wrote in message 
200908071244.39180.l...@spatial.plus.com:

 On Friday 07 Aug 2009, Torsten Dreyer wrote:
   On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in
   message
  
   h5gpm1$vj...@osprey.mgras.de:
Torsten Dreyer wrote:
 Looks like Scotland and Germany have something in common
 ;-)
   
  except from the fact that there are even fewer trees in
Scotland because of their crazy ancestors' decision to build
a magnificent naval force  ;-)
  
   ..you forget a lot of _that_ wood came from Norway. ;o)
 
  Fortunately they did not use Swedens wood. IKEA wouldn't exist!
 
  Torsten
 
 I'm just wondering how much hardwood there is in Sweden.  Sweden's 
 Firs might have been ok for the masts and spars but hardwood was 
 needed for the hull and superstructure, typically Oak for the keel 
 and frames and other hardwoods for hull and deck planking.

..dunno much about Swedish boat building, a broad generalization 
is consider it European style for vessels longer than 30 feet 
after AD 1400, before that, it's Norse (or Viking) style working 
with nature rather than fight nature, we used fir, spruce 
and a few dirty tricks to make wide planks from thin trunks, cut 
your 2 plank plywood veneer style, while you steam it. ;o)

..another possible source of these potent Viking legends, is 
somebody piling up dirty tricks See these planks?-style ;o)

 Teak was especially favoured for deck planking once trade had opened up 
 the tropics.  A relatively little known fact is that Balsa is 
 actually a hardwood :-)
 
 LeeE

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...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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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Anders Gidenstam
On Fri, 7 Aug 2009, leee wrote:

 I'm just wondering how much hardwood there is in Sweden.  Sweden's
 Firs might have been ok for the masts and spars but hardwood was
 needed for the hull and superstructure, typically Oak for the keel
 and frames and other hardwoods for hull and deck planking.  Teak
 was especially favoured for deck planking once trade had opened up
 the tropics.  A relatively little known fact is that Balsa is
 actually a hardwood :-)

The oak supply was at least enough to supply the Swedish Navy for 
hundereds of years (though Swedish Pomerainia was also an important 
source during 1648 - 1815). AFAIK all oaks by law belonged to the crown
and could, if not needed for the Navy, be exported to generate cash for 
the state (something often in short supply).

Cheers,

Anders
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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread leee
On Friday 07 Aug 2009, Anders Gidenstam wrote:
 On Fri, 7 Aug 2009, leee wrote:
  I'm just wondering how much hardwood there is in Sweden. 
  Sweden's Firs might have been ok for the masts and spars but
  hardwood was needed for the hull and superstructure, typically
  Oak for the keel and frames and other hardwoods for hull and
  deck planking.  Teak was especially favoured for deck planking
  once trade had opened up the tropics.  A relatively little
  known fact is that Balsa is actually a hardwood :-)

 The oak supply was at least enough to supply the Swedish Navy for
 hundereds of years (though Swedish Pomerainia was also an
 important source during 1648 - 1815). AFAIK all oaks by law
 belonged to the crown and could, if not needed for the Navy, be
 exported to generate cash for the state (something often in short
 supply).

 Cheers,

 Anders

Thanks for the intersting info.  I guess Sweden's Oaks mainly came 
from the extreme south?  It wouldn't surprise me if Sweden imported 
quite a bit of Oak. It also doesn't surprise me that all Oaks 
belonged to the crown.  It was almost essential for ship building 
once the 'big' multi-decked vessels were developed (although some 
of the 'traditional' long-boats were pretty big too) and a nation's 
navy was it's primary security force around then; permanent 
standing national armies didn't come in until quite a lot later.

LeeE

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[Flightgear-devel] Fwd: FSweekend 2009 the organization is starting.

2009-08-07 Thread Curtis Olson
I just thought I would pass this along in case there is anyone from the
FlightGear group that would like to participate or attend (and weren't aware
of the dates through other means.)

Thanks,

Curt.


-- Forwarded message --
From: Frans Broekhuijsen fr...@fsweekend.com
Date: Mon, Jul 27, 2009 at 1:43 PM
Subject: FSweekend 2009 the organization is starting.
To:





Hi All,
The Organisation for the FSweekend 2009 is starting.
If you want info to participate contact me.

Regards,
Frans Broekhuijsen.



















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Re: [Flightgear-devel] fgviewer

2009-08-07 Thread Ron Jensen
Mathias,

For some reason scenery textures are no longer being loaded by fgviewer?

Thanks,

Ron



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Re: [Flightgear-devel] (no subject)

2009-08-07 Thread Jari Häkkinen


leee wrote:
 On Friday 07 Aug 2009, Anders Gidenstam wrote:
 On Fri, 7 Aug 2009, leee wrote:
 I'm just wondering how much hardwood there is in Sweden. 
 Sweden's Firs might have been ok for the masts and spars but
 hardwood was needed for the hull and superstructure, typically
 Oak for the keel and frames and other hardwoods for hull and
 deck planking.  Teak was especially favoured for deck planking
 once trade had opened up the tropics.  A relatively little
 known fact is that Balsa is actually a hardwood :-)
 The oak supply was at least enough to supply the Swedish Navy for
 hundereds of years (though Swedish Pomerainia was also an
 important source during 1648 - 1815). AFAIK all oaks by law
 belonged to the crown and could, if not needed for the Navy, be
 exported to generate cash for the state (something often in short
 supply).

 Cheers,

 Anders
 
 Thanks for the intersting info.  I guess Sweden's Oaks mainly came 
 from the extreme south?  It wouldn't surprise me if Sweden imported 
 quite a bit of Oak. It also doesn't surprise me that all Oaks 
 belonged to the crown.  It was almost essential for ship building 
 once the 'big' multi-decked vessels were developed (although some 
 of the 'traditional' long-boats were pretty big too) and a nation's 
 navy was it's primary security force around then; permanent 
 standing national armies didn't come in until quite a lot later.
 
 LeeE


To add some trivia on Swedish oak; In the 17th century the navy realized 
that the available oak woods were too small to meet demand. So, one of 
the kings back then, I forget which one, ordered planting of oak in 
Skåne (far south in Sweden 56 degrees N). The problem is of course that 
it takes a few hundred years before the trees get large enough and now 
the ship building technology has moved on. The upside is that we now 
have a few nice oak woods in Skåne.


Cheers,

Jari


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Re: [Flightgear-devel] Fwd: FSweekend 2009 the organization is starting.

2009-08-07 Thread Martin Spott
Curtis Olson wrote:

 I just thought I would pass this along in case there is anyone from the
 FlightGear group that would like to participate or attend (and weren't aware
 of the dates through other means.)

We can safely rely on Durk taking care of our inscription after he's
back. Aside from that, Frans has the habit of taking special care that
we feel comfortable with the FSweekend show, so he'll certainly reserve
a place for our booth simply by default  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] Fwd: FSweekend 2009 the organization is starting.

2009-08-07 Thread Curtis Olson
On Fri, Aug 7, 2009 at 11:15 AM, Martin Spott wrote:

 Curtis Olson wrote:

  I just thought I would pass this along in case there is anyone from the
  FlightGear group that would like to participate or attend (and weren't
 aware
  of the dates through other means.)

 We can safely rely on Durk taking care of our inscription after he's
 back. Aside from that, Frans has the habit of taking special care that
 we feel comfortable with the FSweekend show, so he'll certainly reserve
 a place for our booth simply by default  :-)


Sounds great!  Thanks to Durk and you and everyone else for representing
FlightGear.  And thanks to Frans for making the FlightGear project feel
welcome!

Curt.
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Re: [Flightgear-devel] shape-decode crash

2009-08-07 Thread Maxime Guillaud

Hi all,

I tracked down my problem with shape-decode to a case of uncaught 
parallel lines in the function getIntersection in util.cxx. The 
resulting computed intersection point was obviously very distant, 
creating the strange coordinates that Curt noticed.
I fixed it by raising the epsilon constant from 1e-14 to 1e-12 (patch 
attached).


Regards,
Maxime


Maxime Guillaud wrote:

Curtis Olson wrote:
  
A bucket coordinate of -593:2 suggests that this shapefile may contain 
some bogus data. (or there could be a bug leading up to this) but I 
believe the portion prior to the : represents a whole degree 
coordinate of the bucket, so this should range from -180 to +179 for 
latitude and -90 to +89 for longitude.  -593 is completely outside of 
possible reality.  So the question is, is this a problem with the 
shapefile data, or some problem processing the data in the 
shape-decode code.
 
Regards,


Curt.



Thanks for spotting this, Curt ! Looking at the output of shape-decode, 
it looks like the data read from the shapefile is reasonable:


   Point 5 (0.609977, 46.997)
   Point 6 (0.605342, 46.9964)
   Point 7 (0.601051, 46.9955)

However, in the following processing steps the coordinates for point 7 
appear wrong:


point = 6
 0.605333, 46.9964, 0  -  -2828.93, -570.523, 0

The relevant excerpt of the log is here: http://www.mguillaud.net/fg/log2
Anyone familiar with the internals of shape-decode (I am not) can 
comment on this ?


Regards,
Maxime



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--- terragear-cs/src/Lib/Geometry/util.cxx.orig	2009-08-06 09:46:41.0 +0200
+++ terragear-cs/src/Lib/Geometry/util.cxx	2009-08-07 22:14:43.0 +0200
@@ -24,7 +24,7 @@
 		 const Point3D p2, const Point3D p3,
 		 Point3D intersection)
 {
-const double my_eps = 0.01;
+const double my_eps = 0.0001;
 
 double u_num =
 ((p3.x()-p2.x())*(p0.y()-p2.y()))-((p3.y()-p2.y())*(p0.x()-p2.x()));
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[Flightgear-devel] dhc2 beaver mods

2009-08-07 Thread Jacob Burbach
Hello everyone, I got bored today and made some new wheels for the
beaver.  They have more detailed tires and rims with livery, and they
are animated to spin in ground roll. The uv mapping and livery
modifications were done rather quickly, so I won't be offended if they
get changed around. Overall though I think the wheels look pretty
good...

A couple other things I noticed. In the dhc2-sound.xml, mp-inhg should
be replaced with mp-osi so engine sound will work in replays. The
other thing was ground handling, the turn radius seemed very large for
a tail dragger/bush plane. I had often had troubles getting it turned
around to take off again. I saw that dst0 and dst1 for tail wheel
steering are set to 0.5/-0.5, I changed to 1.0/-1.0 and feels much
better to me, I can actually swing it around now. On the other hand, I
have no real idea what a beaver handles like on the ground...so just
thought I'd mention it.

couple shots of them in flightgear
http://farm4.static.flickr.com/3511/3799201057_30dbd47864_o.jpg
http://farm4.static.flickr.com/3556/3800020854_46ae65b609_o.jpg

and zip containing the modified wheels.ac, wheels.xml and liveries -
for cvs version
http://www.mediafire.com/?m30udyxgxce

hope the dhc2 guy reads this list, and hope I don't step on anyones
toes modifying things...

cheers!

-- Jacob (aka Tuxklok)

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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-07 Thread syd adams
the dch2 guy's name is in the author section ;)
I'll take a look at your modifications (mods sounds gamey ;)) and if it
looks ok , I'll commit .
Cheers

On Fri, Aug 7, 2009 at 8:04 PM, Jacob Burbach jmburb...@gmail.com wrote:

 Hello everyone, I got bored today and made some new wheels for the
 beaver.  They have more detailed tires and rims with livery, and they
 are animated to spin in ground roll. The uv mapping and livery
 modifications were done rather quickly, so I won't be offended if they
 get changed around. Overall though I think the wheels look pretty
 good...

 A couple other things I noticed. In the dhc2-sound.xml, mp-inhg should
 be replaced with mp-osi so engine sound will work in replays. The
 other thing was ground handling, the turn radius seemed very large for
 a tail dragger/bush plane. I had often had troubles getting it turned
 around to take off again. I saw that dst0 and dst1 for tail wheel
 steering are set to 0.5/-0.5, I changed to 1.0/-1.0 and feels much
 better to me, I can actually swing it around now. On the other hand, I
 have no real idea what a beaver handles like on the ground...so just
 thought I'd mention it.

 couple shots of them in flightgear
 http://farm4.static.flickr.com/3511/3799201057_30dbd47864_o.jpg
 http://farm4.static.flickr.com/3556/3800020854_46ae65b609_o.jpg

 and zip containing the modified wheels.ac, wheels.xml and liveries -
 for cvs version
 http://www.mediafire.com/?m30udyxgxce

 hope the dhc2 guy reads this list, and hope I don't step on anyones
 toes modifying things...

 cheers!

 -- Jacob (aka Tuxklok)


 --
 Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day
 trial. Simplify your report design, integration and deployment - and focus
 on
 what you do best, core application coding. Discover what's new with
 Crystal Reports now.  http://p.sf.net/sfu/bobj-july
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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-07 Thread syd adams
P.S. I can't remember now if the tail wheel was steerable or castering ,
I'll look into that again

On Fri, Aug 7, 2009 at 8:24 PM, syd adams adams@gmail.com wrote:

 the dch2 guy's name is in the author section ;)
 I'll take a look at your modifications (mods sounds gamey ;)) and if it
 looks ok , I'll commit .
 Cheers


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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-07 Thread Jacob Burbach
I guess I kinda worded that oddly, no offense meant syd. :)

cheers!

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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-07 Thread syd adams
lol. No problem :).I was just bugging since I sort of know you through MP.
But you did raise an interesting topic. Some time ago I was under the
impression that we were
phasing out mp-osi in favor of mp-inhg.
I didnt realize the replay system used it. (I rarely use replay)
Cheers

On Fri, Aug 7, 2009 at 8:47 PM, Jacob Burbach jmburb...@gmail.com wrote:

 I guess I kinda worded that oddly, no offense meant syd. :)

 cheers!


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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-07 Thread Jacob Burbach
I use replay to admire my bad landings ;)

Hardly an important thing, but thought I'd point it out since it's a
simple one to fix.

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