Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-09 Thread Stuart Buchanan
syd adams wrote:
That might be best . I know very little about what information a real scope 
displays , and intercepting a radial is the pilots job , so I dont know if 
I can bring myself to add that line ;).

I was at a fly-in to an RAF base last week, which included a tour of their 
tower. Interestingly, they still do radar-guidance (I forget the official term) 
where the controller provides instructions to the pilot to bring them to the 
center-line and appropriate glideslope to the runway - Left two degrees, 
slightly high..., and the guides them all the way down to decision height.

For this they had two radar displays, one showing the horizontal track and one 
showing the vertical, with an external center-line and glideslope marked on the 
display.

I got the chance to try this out on their Tornado simulator, and it worked 
pretty well. I even got a nice print-out of my track afterwards :)

-Stuart



  

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

2009-08-09 Thread Stuart Buchanan
Patrice Poly wrote:

 This looks like a great improvement to me !

Thank-you. I've updated the materials.xml patch based on the latest shader 
improvements.  

Given that I've not heard anyone say this isn't realistic for their neck of the 
woods (!), could someone please apply the patch?

 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.

That is a fine idea. While some aspects of the current cloudlayers.xml file 
work well, I'm not sure having the XML file define the placement of each cloud 
has been a success. Even with an element of randomness, there is still a bit 
too much order within it. I will investigate.

-Stuart



  

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Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-09 Thread Rob Shearman, Jr.
I think you're referring to a ground-controlled approach or GCA.  However, 
this is not what I'm referring to -- I'm simply talking about approach 
controllers vectoring their planes from the end of their STARS procedure toward 
the localizer of the active arrival runway.  Yes, intercepting it *is* the 
pilot's job, but the approach controller needs to get them in the vicinity of 
it, fare enough out, and with not too sharp a turn, and I'm pretty certain that 
the extended centerlines are indicated on their screens.  Since I can't say 
this with any definitiveness, though, I understand Syd's reluctance to make 
changes.  I'll see if I can come up with any RL references.  And, as I said, 
I'll also see what I can come up with by way of my own solutions.  I guess I'm 
just not patient enough for that sometimes. :)  Cheers, -R. (MD-Terp)

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: Stuart Buchanan stuart_d_bucha...@yahoo.co.uk
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Sunday, August 9, 2009 3:28:19 AM
Subject: Re: [Flightgear-devel] Multiplayer ATC aircraft,  feature  request...

syd adams wrote:
That might be best . I know very little about what information a real scope 
displays , and intercepting a radial is the pilots job , so I dont know if 
I can bring myself to add that line ;).

I was at a fly-in to an RAF base last week, which included a tour of their 
tower. Interestingly, they still do radar-guidance (I forget the official term) 
where the controller provides instructions to the pilot to bring them to the 
center-line and appropriate glideslope to the runway - Left two degrees, 
slightly high..., and the guides them all the way down to decision height.

For this they had two radar displays, one showing the horizontal track and one 
showing the vertical, with an external center-line and glideslope marked on the 
display.

I got the chance to try this out on their Tornado simulator, and it worked 
pretty well. I even got a nice print-out of my track afterwards :)

-Stuart



  

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Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-09 Thread syd adams
Sounds like you guys know far more about the subject than I do . I'll see
what I can do . The simplest idea I had was to overlay another transparent
texture with a single line that could be rotated to the runway heading , but
I dont know if that's suitable.
Maybe a property enabled line could be added to the groundradar code
extending from each runway , but that's more Jester's
department :)
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Re: [Flightgear-devel] Multiplayer ATC aircraft,

2009-08-09 Thread Martin Spott
Rob Shearman, Jr. wrote:

 [...] Yes, intercepting it *is* the pilot's job, but the approach
 controller needs to get them in the vicinity of it, fare enough out,
 and with not too sharp a turn, and I'm pretty certain that the
 extended centerlines are indicated on their screens.

Sort of this ?

  http://foxtrot.mgras.net/bitmap/FGFS/KSFO_large.png

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman
Tim Moore wrote:
 I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass 
 effect
 to use the base terrain texture, which he's not entirely in agreement with :)
 Nevertheless, they are great examples of using the new effects framework. You
 can enable these effects with the property /sim/rendering/shader-experimental.
 Also, I've added checkboxes to the rendering dialog to access these effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects file
 syntax.

Just a heads up for anoyone who is willing to spent some time developing 
shaders; Please use vectors wherever and whenever possible since they 
are most likely to be hardware accelerated (either using MMX/SSE or 
using GPU hardware).

This patch already doubles my frame rate:
http://home.telfort.nl/sp004798/emh/fragshaders.diff

Unfortunately I don't yet seem to have permissions to commit it myself.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Martin Spott
Hi Erik,

Erik Hofman wrote:

 This patch already doubles my frame rate:
 http://home.telfort.nl/sp004798/emh/fragshaders.diff

This patch is probably not for everyone. At my end I'm reading the
following message in the terminal:

FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
0(27) : error C7011: implicit cast from float to vec4

glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED
Program Shaders/landmass.vert;Shaders/landmass.frag; infolog:
Fragment info
-
0(27) : error C7011: implicit cast from float to vec4


  and the visual result looks quite not as expected  :-)

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

2009-08-09 Thread Torsten Dreyer
 Given that I've not heard anyone say this isn't realistic for their neck of
 the woods (!), could someone please apply the patch?
Just did it...
Thanks, Torsten

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Torsten Dreyer
With this patch, I get a number of

No render bin number specified in render bin section
No render bin name specified in render bin section

Anybody else?

Torsten

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman

Torsten Dreyer wrote:
 With this patch, I get a number of
 
 No render bin number specified in render bin section
 No render bin name specified in render bin section

I already got them before the patch..

Erik

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Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-09 Thread Vivian Meazza
Stuart Buchanan wrote

 
 syd adams wrote:
 That might be best . I know very little about what information a real
 scope displays , and intercepting a radial is the pilots job , so I dont
 know if
 I can bring myself to add that line ;).
 
 I was at a fly-in to an RAF base last week, which included a tour of their
 tower. Interestingly, they still do radar-guidance (I forget the official
 term) where the controller provides instructions to the pilot to bring
 them to the center-line and appropriate glideslope to the runway - Left
 two degrees, slightly high..., and the guides them all the way down to
 decision height.
 
 For this they had two radar displays, one showing the horizontal track and
 one showing the vertical, with an external center-line and glideslope
 marked on the display.
 
 I got the chance to try this out on their Tornado simulator, and it worked
 pretty well. I even got a nice print-out of my track afterwards :)
 

Ground Controlled Approach (GCA) or CCA on a carrier.

Vivian





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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman

Martin Spott wrote:
 This patch is probably not for everyone. At my end I'm reading the
 following message in the terminal:
 
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 0(27) : error C7011: implicit cast from float to vec4
 
 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED
 Program Shaders/landmass.vert;Shaders/landmass.frag; infolog:
 Fragment info
 -
 0(27) : error C7011: implicit cast from float to vec4

Odd, I would have expected to see the same error then.
This was my first step into GLSL so chances are I did something wrong 
though.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman

 Martin Spott wrote:
 This patch is probably not for everyone. At my end I'm reading the
 following message in the terminal:

 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 0(27) : error C7011: implicit cast from float to vec4

 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED
 Program Shaders/landmass.vert;Shaders/landmass.frag; infolog:
 Fragment info
 -
 0(27) : error C7011: implicit cast from float to vec4

Ahh, that line should read:

float n=0.06 + dot(nvL, a);

instead of:

float n=0.06 + dot(nvL[0], a);

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman
I wrote:
 Ahh, that line should read:
 
 float n=0.06 + dot(nvL, a);
 
 instead of:
 
 float n=0.06 + dot(nvL[0], a);

Which brings the frame rate back to what it was :-/
Maybe it might be a good idea to specify which of the effects you want 
to turn on or not? Chances are I could care less about the landmass 
effect and would rather see the water effects active.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Matthias Boerner
Hi,

On 08/09/2009 01:03 PM, Erik Hofman wrote:
 Torsten Dreyer wrote:
 With this patch, I get a number of

 No render bin number specified in render bin section
 No render bin name specified in render bin section

 I already got them before the patch..

 Erik

yes, I got this error also before the patch.

Matthias

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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Martin Spott
Erik Hofman wrote:
 Stuart Buchanan wrote:

 http://wiki.flightgear.org/index.php/FlightGear_Newsletter_August_2009
 
 Looking at the custom made scenery screenshots I must say that hand 
 altered scenery might look close to, if not as good as, photo realistic 
 scenery.

People have probably started wondering why those who claim to be busy
building and distributing World Scenery for FlightGear didn't jump on
the same track, using CORINE and OSM data as input for the World
Scenery, like Jake did with 'his' Innsbruck Scenery (as well as a
French fellow who's been building CORINE/OSM-based Scenery for Grenoble
and a few other places in France).

The background is pretty simple - our 'excuse'  ;-)  for not doing so:
Technically it's not a big deal to build FlightGear Scenery with CORINE
and OSM (and we've already done so for 'private' samples). Yet we have
to face the fact that neither of the two datasets ships under a License
which allows the distribution of Scenery under the GPL-affected
FlightGear umbrella (I'll leave the boring details out).

Fortunately some people have started classifying/digitizing land cover
data from 'free' (in the sense of 'GPL-compilant') data sources, like
Landsat7 imagery, of which a few samples already made it into the
current 'official' Scenery. I'll leave it to the respective authors to
present their results, if they like.

Cheers,
Martin.
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[Flightgear-devel] [OT] the beauty of flying

2009-08-09 Thread Torsten Dreyer
Hi all

yesterday; I had the opportunity for a very nice flight into Split (Croatia), 
LDSP [ http://en.wikipedia.org/wiki/Split_(city) ].

For those who do not have the chance to hop into the cockpit of an aircraft, I 
have uploaded some pictures from the approach and the departure (and our 
final parking position, late at night).

http://www.t3r.de/flightpics/split/

The route took us across Germany, the Czech Republic, Austria and Slowenia to 
Croatia, back via parts of Italy, Austria again and home to northern Germany.

Enjoy the lovely scenery of Croatia's adriadic coast and the beauty of our 
planet.

Torsten


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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Jacob Burbach
While it would be neat if flightgear could generate the default
scenery off of high quality data, there is still a fair bit of manual
work involved to get good results. OSM and Corine, while both very
accurate, don't necessarily agree with one another. I've spent a
considerable amount of time tweaking the roads and rails to clean them
up, and move them to agree with Corine, especially around the lakes
and rivers. The other thing I'm spending a fair amount of time on is
the identifying tunnels for roads and rails, so they do not cut
through mountains and such. A fair number of people have commented on
my scenery about that strange peak near LOWI being fixed. That was
was caused by railroad cutting through it in the default scenery. In
real life that is a tunnel, and I cut out those parts of the rails
that are tunnel in that area. Stuff like that would be hard or
impossible to automate, good scenery simply needs real hands working
on it.

Besides, there are advantages to not having the scenery part of the
official scenery. Sometimes it is necessary to step outside of
official channels in order to achieve your goals, or push things to
a new level. For me to achieve my long term goals for the scenery, I
simply cannot follow some official methods, practices, and
recommendations. In other words, even if I used gpl compatible data I
would still be maintaining my scenery separate from flightgears
official scenery. ;)

cheers!

-- Jacob (aka Tuxklok)

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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Martin Spott
Salut Maxime,

Maxime Guillaud wrote:

 Thanks for those explanations, Martin. However, let me point out that 
 the license for the CORINE data for France seems pretty flexible to me. 
 (Note that this is true for France only, and that each country 
 distributes their data with their own license terms.)
 The conditions of use can be found here: 
 http://www.ifen.fr/clc/CORINE_Land_Cover_-_Condition_Utilisation.htm (in 
 french only, sorry).

I'm well familiar with reading French - thanks for the pointer !
Apparently these use terms are quite different from those on the EEA
site. This really looks like we should incorporate French CORINE data
into our collection of land cover data for the World Scenery. I'll be
preparing an appropriate setup.

 As for the OSM data, their Creative Commons license 
 (http://creativecommons.org/licenses/by-sa/2.0/) permits redistribution 
 under the same or similar license. Could this not be the GPL ?

The full license text is a bit more precise about 'similar'
4.b) You may distribute, publicly display, publicly perform, or
publicly digitally perform a Derivative Work only under the terms of
this License, a later version of this License with the same License
Elements as this License, or a Creative Commons iCommons license that
contains the same License Elements as this License.

To my understanding (as well as the understanding of quite a few OSMers
to whom I've been talking about this issue) this doesn't permit to
distribute OSM-derived Scenery under the GPL. On the other hand, some
of the content which makes it into our Scenery is licensed under the
GPL.

Cheers,
Martin.
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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Jacob Burbach
 Next time you do that you'd probably consider acknowledging the
 respective attributes in the OSM data: They're explicitly marking these
 sections of the railroad as running through a tunnel  ;-)

Interesting, seems I may have totally overlooked that one, I'll look
into it. I can prob have those sections automatically removed at the
beginning of my pipeline then. That could save a lot of time, and put
me one step closer to having the base terrain done. Then I can move
onto the more interesting things. Thanks Martin!

cheers!

-- Jacob (aka Tuxklok)

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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Martin Spott
Jacob Burbach wrote:
 Next time you do that you'd probably consider acknowledging the
 respective attributes in the OSM data: They're explicitly marking these
 sections of the railroad as running through a tunnel  ;-)
 
 Interesting, seems I may have totally overlooked that one, I'll look
 into it. I can prob have those sections automatically removed at the
 beginning of my pipeline then.

I'm pretty much convinced that your goal and ours are not that far
apart from each other. In other words: pushing things to a new level
doesn't make your project a unique one.

BUT we're taking different routes to get there - obviously. We,
sometimes also known as The Custom Scenery Project, are researching how
to automate as many of the involved refinement steps as possible while
still allowing for manual editing, in order to let the entire World
Scenery benefit from certain improvements, not just distinct, local
areas. Inspecting the details of OSM data is just one sample from a
list of items  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Martin Spott
Martin Spott wrote:

 BUT we're taking different routes to get there - obviously. We,
 sometimes also known as The Custom Scenery Project, are researching how
 to automate as many of the involved refinement steps as possible while
 still allowing for manual editing, in order to let the entire World
 Scenery benefit from certain improvements, not just distinct, local
 areas.

Well, apparently our approach takes much more time to yield visible
results compared to yours  :-)

Martin.
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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Maxime Guillaud
Martin Spott wrote:
 I'm well familiar with reading French - thanks for the pointer !
 Apparently these use terms are quite different from those on the EEA
 site. This really looks like we should incorporate French CORINE data
 into our collection of land cover data for the World Scenery. I'll be
 preparing an appropriate setup.
   
That would be great !

 The full license text is a bit more precise about 'similar'
 4.b) You may distribute, publicly display, publicly perform, or
 publicly digitally perform a Derivative Work only under the terms of
 this License, a later version of this License with the same License
 Elements as this License, or a Creative Commons iCommons license that
 contains the same License Elements as this License.

 To my understanding (as well as the understanding of quite a few OSMers
 to whom I've been talking about this issue) this doesn't permit to
 distribute OSM-derived Scenery under the GPL. On the other hand, some
 of the content which makes it into our Scenery is licensed under the
 GPL.
   
ok. Meanwhile, my understanding is that I can distribute my OSM-based 
scenery under the Attribution-Share Alike Creative Commons license 
without problems. Correct ?

cheers,
Maxime


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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Jon Stockill
Maxime Guillaud wrote:

 ok. Meanwhile, my understanding is that I can distribute my OSM-based 
 scenery under the Attribution-Share Alike Creative Commons license 
 without problems. Correct ?

If it's data you submitted to OSM yourself then you can use any license 
you like, since you still retain ownership of your data.

If you're using OSM data submitted by others then you'll need to 
distribute it under CC-by-SA.

Once the new OSM license is sorted then AIUI flightgear scenery will 
constitute a produced work (there's no easy way to convert it back to 
the source data), in which case we'll be able to make use of it for the 
scenery.

Jon

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Re: [Flightgear-devel] Genapts bug with grass and dirt runways

2009-08-09 Thread Ron Jensen
On Sat, 2009-08-08 at 22:39 -0600, Ron Jensen wrote:
 I noticed long ago that only 1/2 of dirt and grass runways were
 textured.  The untextured part was an appropriate color so I didn't
 worry too much about it.
 
 Yesterday papillon81 brought the issue up on IRC because he'd like to
 improve the texture.  Looking at the code and using simgear's
 decode_binobj to dump an airport I found that:
 
 Dirt and grass runways are generated by GenAirports/rwy_simple.cxx.
 The runways are divided into two halves, A and B each consisting
 of
 two triangles.
 Runway half A is good.
 Runway half B's first triangle UV coordinates are a very short line,
 and its second triangle's UV coordinates are a point.
 
 This patch fixes the issue, but I suspect the original intent was to
 mirror the texture around the center-line to hide any seams and this
 patch doesn't do that...
 
 
 Thanks,
 
 Ron

O.K., this patch does the Right Thing.  It simply changes the reference
point so the UV coords for the B runway are positive.  They were coming
out negative and getting clipped in build.cxx.

Thanks,

Ron.



diff --git a/src/Airports/GenAirports/rwy_simple.cxx 
b/src/Airports/GenAirports/rwy_simple.cxx
index 99eb321..8f91334 100644
--- a/src/Airports/GenAirports/rwy_simple.cxx
+++ b/src/Airports/GenAirports/rwy_simple.cxx
@@ -98,7 +98,7 @@ void gen_simple_rwy( const TGRunway rwy_info,
 rwy_polys-push_back( sp );
 SG_LOG(SG_GENERAL, SG_DEBUG, clipped_b =   clipped_b.contours());
 *accum = tgPolygonUnion( runway_b, *accum );
-tp = TGTexParams( runway_b.get_pt(0,0),
+tp = TGTexParams( runway_b.get_pt(0,2),
  rwy_info.width * SG_FEET_TO_METER,
  rwy_info.length * SG_FEET_TO_METER / 2.0,
   rwy_info.heading + 180.0 );



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Re: [Flightgear-devel] Multiplayer ATC aircraft,

2009-08-09 Thread Rob Shearman, Jr.
Oooohhh, PRETTY!   What is that a screenshot of?  ATC aircraft v3 perhaps?  
Or a separate app meant to interact with FG MP as an ATC?  Whatever it is, me 
likey!!

:-')   (::wiping drool off face now::)

Cheers,
-R.

Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Sunday, August 9, 2009 4:41:50 AM
Subject: Re: [Flightgear-devel] Multiplayer ATC aircraft,

Rob Shearman, Jr. wrote:

 [...] Yes, intercepting it *is* the pilot's job, but the approach
 controller needs to get them in the vicinity of it, fare enough out,
 and with not too sharp a turn, and I'm pretty certain that the
 extended centerlines are indicated on their screens.

Sort of this ?

  http://foxtrot.mgras.net/bitmap/FGFS/KSFO_large.png

Martin.
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Re: [Flightgear-devel] Multiplayer ATC aircraft,

2009-08-09 Thread Jacob Burbach
I spy a java icon... ;)

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Re: [Flightgear-devel] Multiplayer ATC aircraft,

2009-08-09 Thread Rob Shearman, Jr.
I caught that too, hence my speculation at its being an entirely separate app.  
That would also theoretically mean I could delve into the source for it and 
hope to possibly understand some of it :)  Looking forward to it, whatever it 
is... :) :) :)  Cheers, -R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: Jacob Burbach jmburb...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Monday, August 10, 2009 12:20:41 AM
Subject: Re: [Flightgear-devel] Multiplayer ATC aircraft,

I spy a java icon... ;)

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