Hi,
this is a very good idea IMO.
I was thinking about a very similar approach but never had the time and not
yet the actual need to follow that.
If you do something like that, you might take care for the MATHWORKS guys
which use the network code like it is at the moment. So one will need
Mathias
Hi,
this is a very good idea IMO.
I was thinking about a very similar approach but never had the time and
not
yet the actual need to follow that.
If you do something like that, you might take care for the MATHWORKS guys
which use the network code like it is at the moment. So
Ampere K. Hardraade wrote:
[...]As to /surface-positions, the properties inside this node can
allow one to see
the animations of others correctly.
Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the FG property tree (ie the user
Harald JOHNSEN
Ampere K. Hardraade wrote:
[...]As to /surface-positions, the properties inside this node can
allow one to see
the animations of others correctly.
Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the FG property
Vivian Meazza wrote:
Multiplayer models are already animated - gear goes up/down
correctly. The
problem is that all models are controlled by the receiving player, not the
transmitting one. Shouldn't be too hard to fix.
Is this the right approach? Could we include e.g. the gear up
command in a
The bug is, after all, caused by SGModelLib::flush1 which is
disabled/broken, as the warning (WARNGING: a disabled/broken routine has
been called. This should be fixed!) and the comments in the code say.
As a result the model is not reloaded as load_model() finds it in its
list (_table).
Hi, folks,
I'm trying to build a Katana model (the flight model, at least) so I don't
have to perpetually terrorize the airfield's neighbors and my CFI while I
practice touch go's. I went through the Aero-Matic and came out with a
starting set of files, which I've been combing through and
Michael Meyers wrote:
Hi
The enclosed patch will enable FlightGear users to dynamically modify
existing, or add new protocol separators (for variables and lines) to XML
configurable ASCII protocols by editing a file in their base package, rather
than having to recompile fgfs, it will basically
joe,
sure you are not interested in a DA42 ?
would love one of these in FG
http://www.abacuspub.com/fsd/catalog/s609.htm
Mat
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Have been having a problem on my desktop PC where fgrun seg faults when
I hit the run button, so I can only start fg from the command line.
I bought a laptop last weekend and did a fresh install of
plib,simgear,fg cvs fgrun cvs using fltk 1.4 (with threads) and I'm
getting the same problem. This
Michael Meyers wrote:
Hi
The enclosed patch will enable FlightGear users to dynamically modify
existing, or add new protocol separators (for variables and lines) to XML
configurable ASCII protocols by editing a file in their base package, rather
than having to recompile fgfs, it
Harald JOHNSEN
Vivian Meazza wrote:
Multiplayer models are already animated - gear goes up/down
correctly. The
problem is that all models are controlled by the receiving player, not
the
transmitting one. Shouldn't be too hard to fix.
Is this the right approach? Could we include
Very good idea, and weather. I don't suppose clouds would be easy?
Vivian
Cloud movement is based on wind direction and speed so it should be the
same at all time if the
initial situation is the same. To construct the initial situation I
think it's enought to send the cloud layer
On Sunday 17 July 2005 16:55, Vivian Meazza wrote:
Harald JOHNSEN
I guess the first player will set the environment for all subsequent
players, or would the server have some say in this?
Such things should be allways done by the server to prevent cheating.
How would the initial
conditions
Vassilii Khachaturov
Very good idea, and weather. I don't suppose clouds would be easy?
Vivian
Cloud movement is based on wind direction and speed so it should be the
same at all time if the
initial situation is the same. To construct the initial situation I
think it's enought
Have been having a problem on my desktop PC where fgrun seg faults when
I hit the run button, so I can only start fg from the command line.
I bought a laptop last weekend and did a fresh install of
plib,simgear,fg cvs fgrun cvs using fltk 1.4 (with threads) and I'm
getting the same problem.
On Sunday 17 July 2005 20:20, Vivian Meazza wrote:
Oliver C
On Sunday 17 July 2005 16:55, Vivian Meazza wrote:
Harald JOHNSEN
I guess the first player will set the environment for all subsequent
players, or would the server have some say in this?
Such things should be
Am new to flightgear. Are there any APIs, demos, documentation related
to using flightgear as a Situational Awareness display?
Something like a central server serving real-time object type/position
info (F15, F22, MIG29, AIM9), sent out to a cluster of displays, each
info packet having the
On July 17, 2005 08:08 am, Harald JOHNSEN wrote:
receiver property tree using the c172p model
root0\
|-position/*
|-surface/*
|-other properties
'player' 1 property subtree in receiver memory using a Concorde model
root1\
|-position1/*
|-surface1/*
|-eof
'player' 2 property subtree
Skunk Worx wrote:
Am new to flightgear. Are there any APIs, demos, documentation related
to using flightgear as a Situational Awareness display?
Something like a central server serving real-time object type/position
info (F15, F22, MIG29, AIM9), sent out to a cluster of displays, each
info
Ampere K. Hardraade wrote:
On July 15, 2005 05:41 am, Erik Hofman wrote:
Looking at the Multiplayer code I can see this code can use a good
overhaul anyway. It needs to adapt the SGSubsystem style and use the
AIModel code to display the models, which will also allow it to show up
on the radar.
Vivian Meazza wrote:
Harald JOHNSEN
Ampere K. Hardraade wrote:
[...]As to /surface-positions, the properties inside this node can
allow one to see
the animations of others correctly.
Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the
On Friday 15 July 2005 06:45, Vivian Meazza wrote:
Josh Babcock
Vivian Meazza wrote:
Josh Babcock ought to be asking for the turbo charger for the
B29 now,
but
hasn't yet (perhaps he's now using JSBSim?). I've been unable to
find
much
available on the web for the Wright
An addition/correction to my previous posting.
On Sunday 17 July 2005 18:29, Peter Stickney wrote:
On Friday 15 July 2005 06:45, Vivian Meazza wrote:
6. Copies of the relevant pages of the Pilot's Manual. Post these
somewhere
that I can access/fetch. Particularly any description of the
Peter Stickney wrote:
An addition/correction to my previous posting.
On Sunday 17 July 2005 18:29, Peter Stickney wrote:
On Friday 15 July 2005 06:45, Vivian Meazza wrote:
6. Copies of the relevant pages of the Pilot's Manual. Post these
somewhere
that I can access/fetch. Particularly any
Hi, Mat,
I'd love to get my hands on a twin turbo diesel with an all-glass panel,
but right now the FAA thinks I should be flying an 80hp single. And my
CFI thinks I should stay more to the middle of the runway when I touch
down (never on the front wheel first), rather than tending to stay my
Curtis L. Olson wrote:
Skunk Worx wrote:
Am new to flightgear. Are there any APIs, demos, documentation related
to using flightgear as a Situational Awareness display?
Something like a central server serving real-time object type/position
info (F15, F22, MIG29, AIM9), sent out to a cluster
I just noticed that when one is inside an object, or the shadow volume of an
object, then the shadow casted by that object is not visible.
Here is an example:
http://www.students.yorku.ca/~ampere/fgfs-screen-010.jpg
Ampere
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Flightgear-devel
On Mon, 18 Jul 2005 12:46, [EMAIL PROTECTED] wrote:
Hi, Mat,
I'd love to get my hands on a twin turbo diesel with an all-glass
panel, but right now the FAA thinks I should be flying an 80hp
single. And my CFI thinks I should stay more to the middle of the
runway when I touch down (never on
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