Is there some place outside of $FG_ROOT that I can put shared objects? I keep
my static objects under paths that are in $FG_SCENERY, and I would like to be
able to keep the shared ones away from my sandbox as well.
Josh
___
Flightgear-devel mailing
Saw this article on Slashdot:
http://slashdot.org/article.pl?sid=04/06/17/0014230mode=threadtid=152tid=185
Perhaps this could have applications in terragear and the ssg optimizer. I
already love the decimator in Blender, but the output that it generates always
seems to need some significant
Josh Babcock wrote:
Perhaps this could have applications in terragear and the ssg optimizer.
I already read the article this morning and I have the impression, that
TerraGear already does similar things to the scenery data !?
Martin.
--
Unix _IS_ user friendly - it's just selective about who
Martin Spott wrote:
Josh Babcock wrote:
Perhaps this could have applications in terragear and the ssg optimizer.
I already read the article this morning and I have the impression, that
TerraGear already does similar things to the scenery data !?
Yes, It's just that it does this while generating
I have hit a snag while writing some Nasal script for the Spitfire model:
I put this in the spitfireIIa-set.xml file
controls
engines
engine n=0
magneto-switch type=bool1/magneto-switch
magneto-switch type=bool1/magneto-switch
/engine
/engines
Erik Hofman wrote:
Martin Spott wrote:
I already read the article this morning and I have the impression, that
TerraGear already does similar things to the scenery data !?
Yes, It's just that it does this while generating the scenery and not at
run-time.
On an Altix/Origin 3000 you
Martin Spott wrote:
Erik Hofman wrote:
Martin Spott wrote:
I already read the article this morning and I have the impression, that
TerraGear already does similar things to the scenery data !?
Yes, It's just that it does this while generating the scenery and not at
run-time.
On an Altix/Origin
Vivian Meazza wrote:
I have hit a snag while writing some Nasal script for the Spitfire model:
I put this in the spitfireIIa-set.xml file
controls
engines
engine n=0
magneto-switch type=bool1/magneto-switch
magneto-switch type=bool1/magneto-switch
/engine
Curtis L. Olson wrote:
Vivian Meazza wrote:
I have hit a snag while writing some Nasal script for the Spitfire model:
I put this in the spitfireIIa-set.xml file
controls enginesengine n=0
magneto-switch type=bool1/magneto-switch
magneto-switch
Josh Babcock wrote:
Curtis L. Olson wrote:
Vivian Meazza wrote:
I have hit a snag while writing some Nasal script for the Spitfire
model:
I put this in the spitfireIIa-set.xml file
controls enginesengine n=0
magneto-switch type=bool1/magneto-switch
magneto-switch
Curtis L. Olson
Josh Babcock wrote:
Curtis L. Olson wrote:
Vivian Meazza wrote:
I have hit a snag while writing some Nasal script for the Spitfire
model:
I put this in the spitfireIIa-set.xml file
controls enginesengine n=0
magneto-switch
Vivian Meazza wrote:
Curtis L. Olson wrote:
Right, but the aircraft I have seen have just one *switch* ... off,
both, left, right (and sometimes starter power is rolled in too.)
If the physical aircraft has a separate switch for each magneto, then
the underlying logic should just change
Vivian Meazza wrote:
This works:
setprop(controls/engines/engine/magneto-switch[0],1);
But this doesn't:
setprop(controls/engines/engine/magneto-switch[1],1);
I can work around it no problem, but I think that it should work. I
can see,
but can't access ../magneto-switch[1] in the Browse
Curt,
I just noticed that one of the KADW 01L VASI lights is underground and
invisible. This is probably not the only instance, though it is the only on I
have seen. Perhaps there should be a strip of truly flat land wide enough to
encompass the VASI and PAPI lights, and anything else that
Andy Ross wrote:
Actually, it might be cleaneast to model the engine control properties
as something like:
/engines/engine[n]/magneto[0] (boolean)
/engines/engine[n]/magneto[1] (boolean)
/engines/engine[n]/starter(boolean)
And re-write the standard switch binding such that it sets the
Andy Ross wrote
Sent: 17 June 2004 19:36
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Nasal - Question
Vivian Meazza wrote:
Curtis L. Olson wrote:
Right, but the aircraft I have seen have just one
*switch* ... off,
both, left, right (and sometimes
Andy Ross advised
Sent: 17 June 2004 19:32
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Nasal - Question
Vivian Meazza wrote:
This works:
setprop(controls/engines/engine/magneto-switch[0],1);
But this doesn't:
Hi Folks,
I just noticed that there seems to be a discrepancy between the way the flap
settings are handled by the keyboard vs. the joystick. In keyboard.xml there
is a little nasal script that adjusts the flaps settings based on a number of
predefined positions, whereas in most (probably, I
What does the interpolation key do and how does it work?
Thanks in advance,
Ampere
On June 15, 2004 02:35 pm, Lee Elliott wrote:
IK would simplify animating linkages due to the non-linear rotations that
occur but I'm not sure if the overhead would be worth it. It's usually
possible to 'fake'
19 matches
Mail list logo