Curtis L. Olson wrote:
> Is there any way to build smarter, higher level dialogs with our
> current menu system, or are we stuck just being able to manipulate the
> low level properties?
Write the output to the low level properties, and bind a Nasal script
to run after dialog-apply? You can do yo
"Curtis L. Olson" <[EMAIL PROTECTED]> said:
> Maybe what we need is several menu items such as:
>
> start at an airport on the ground
> start relative to an airport in the air
> start relative to a fix in the air
>
> Then each of these could have separate call back functions tied to the
> "ok" w
Curtis L. Olson writes:
> I think what we probably need is a slightly smarter set position
> dialog box that knows how to set up the properties for what the user
> is trying to do. If you specify a new airport and there are some
> random left over values from a previous postition reset, weird thin
Jim Wilson writes:
> The addition of this code on 10/23 to fg_init.cxx is what started the problem
> with the aircraft crashing on teleports:
>
>cout << "fgInitPosition()" << endl;
>double gs = fgGetDouble("/sim/presets/glideslope-deg")
>* SG_DEGREES_TO_RADIANS ;
>
The addition of this code on 10/23 to fg_init.cxx is what started the problem
with the aircraft crashing on teleports:
cout << "fgInitPosition()" << endl;
double gs = fgGetDouble("/sim/presets/glideslope-deg")
* SG_DEGREES_TO_RADIANS ;
double od = fgGe