"Giles Robertson" wrote:
> 1) Fgrun/fgfs.
> For the average windows user, this is *highly* counterintuitive. In so
> far as Windows has an overarching user interface and tool design
> philosophy, it's integration. The concept of a GUI that launches the
> program doesn't make sense to them; they ex
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Erik Hofman schrieb:
> Christian Mayer wrote:
>
>> The first point is argueable. But that we need a restart just to change
>> planes is a big show stopper!
>
>
> It depends on the goals for 1.0. If you want a version that is easy to
> use for the en
Christian Mayer wrote:
The first point is argueable. But that we need a restart just to change
planes is a big show stopper!
It depends on the goals for 1.0. If you want a version that is easy to
use for the end user then you might be right. If v1.0 is aimed for a
completely working standalone si
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Giles Robertson schrieb:
> 1) Fgrun/fgfs.
> For the average windows user, this is *highly* counterintuitive. In so
> far as Windows has an overarching user interface and tool design
> philosophy, it's integration. The concept of a GUI that launches the
Oliver C. wrote:
FlightGear has gone a long way, but imo it is still far too early for a
1.0 production release.
a way to switch the
aircraft and airport when flightgear is running as basic features
which are a must have in a 1.0 production release.
I agree, and to be at startup or not,
On Thursday 20 January 2005 21:25, Frederic Bouvier wrote:
> Oliver C. wrote
>
> > FlightGear has gone a long way, but imo it is still far too early for a
> > 1.0 production release.
>
> Hey, there is a life after 1.0. Why not 1.1, 2.0 etc...
> Trying to reach the perfection the first shot is the b
Oliver C. wrote
FlightGear has gone a long way, but imo it is still far too early for a 1.0
production release.
Hey, there is a life after 1.0. Why not 1.1, 2.0 etc...
Trying to reach the perfection the first shot is the best way to drag
our 0.x forever that make feel that FG is still in beta
Personally i think it is too early for a 1.0 release.
Here are some points why:
1. The gear problem, Jon Berndt allready mentioned it.
On the ground the planes just don't feel good.
2. An in game GUI for every user (not only Windows users) is
missing. This is IMHO a big must for a 1.0 productio
On Thursday, 20 January 2005 19:49, Giles Robertson wrote:
> 1) Fgrun/fgfs.
> For the average windows user, this is *highly* counterintuitive. In so
> far as Windows has an overarching user interface and tool design
> philosophy, it's integration. The concept of a GUI that launches the
> program do
>
> 3) ATC/AI
> This may just be my group of friends :P, but many of them find it much
> more fun and interesting if there are other aircraft in the world, and
> if they can communicate with ATC. Durk's work in this area is making
> this easier, but ATC itself can still feel quite primitive. Couple
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I've tried introducing a few friends to Flightgear. They are mostly
Windows users, technically competent but not adept, who have had
experience of video games and possibly other flight simulators. I
thought I'd muse a bit on the following points, becau
On Thu, 20 Jan 2005 09:45:37 -0600, Curtis wrote in message
<[EMAIL PROTECTED]>:
> Jon Berndt wrote:
>
> > I hear you. Coincidentally, I was thinking of this last night: what
> > do we (JSBSim) need to do before we finally call it a production 1.0
..aye. But if we need 0.9.10, 0.9.11, 0.9.12 r
* Curtis L. Olson <[EMAIL PROTECTED]> [2005-01-20 15:30]:
> 4. We need to do some work on the fgrun front end to make it more user
> friendly. Frederic and Bernie (and others?) have done a *lot* of great,
> difficult, and tedious work on this tool to bring it to where it is, but
> there are sti
"Curtis L. Olson" wrote:
> 1. Documentation (getting started manual) really needs to be made current.
Indeed, I spend too much time lingering around with portability
stuff or other sorts of distraction lately. I'll go on and move the
focus,
Martin.
--
Unix _IS_ user friendly - it's just select
Jon Berndt wrote:
I hear you. Coincidentally, I was thinking of this last night: what do we (JSBSim) need to
do before we finally call it a production 1.0 release? The gear problem is the first thing
I thought of, as well. Right now I am so focused on getting the new configuration file
format ready
On Thursday 20 Jan 2005 15:38, Jon Berndt wrote:
> I hear you. Coincidentally, I was thinking of this last night: what do we
> (JSBSim) need to do before we finally call it a production 1.0 release? The
> gear problem is the first thing I thought of, as well. Right now I am so
> focused on getting
> Let me steer this discussion in another direction ...
>
> I would really love to start talking about doing a v1.0 release of
> FlightGear ... maybe this spring or early summer. There are a couple
>
> 3. Fix the JSBsim low speed gear jitters. Here's my one and only *big*
> gripe about JSBsim ...
Jim Wilson wrote:
Probably I've got this wrong, but isn't the c-172 our most refined/realistic
flightmodel? My impression of yasim, from using it for the p51d, but not as
an aero engineer, is that getting an aircraft working is about 2 parts theory
and 1 part voodoo (the part that the basic form
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