* gh.robin -- Thursday 04 October 2007:
> The top of a building is solid, without any _demo carrier
> definition.
Yes, but buildings are loaded late into the scenery, so you can't
start with a helicopter on a building. You'd end up on the ground
and the building would seconds later appear around
On jeu 4 octobre 2007, Mike Schuh wrote:
> On Thu, 4 Oct 2007, gh.robin wrote:
> >As far i understand the "carrier" was developed to answer to
> >landing and taking off on/from carrier but any model which is defined
> >carrier can have the same features or less (no catapult, no
> >wire, no speed) ,
On Thu, 4 Oct 2007, gh.robin wrote:
>As far i understand the "carrier" was developed to answer to
>landing and taking off on/from carrier but any model which is defined
>carrier can have the same features or less (no catapult, no
>wire, no speed) , like your oil platform AND only available with no
On jeu 4 octobre 2007, Syd&Sandy wrote:
> On Wed, 3 Oct 2007 17:29:54 -0700
>
> Syd&Sandy <[EMAIL PROTECTED]> wrote:
> > > If you define it to be
> > > carrier
> > > you can define
> > > Object
> > > and you may define a park position
> > >
> > > no need to have wire and catapult
> > >
> > > Regard
On Wed, 3 Oct 2007 17:29:54 -0700
Syd&Sandy <[EMAIL PROTECTED]> wrote:
> > If you define it to be
> > carrier
> > you can define
> > Object
> > and you may define a park position
> >
> > no need to have wire and catapult
> >
> > Regards
> >
> > --
> > Gérard
> > http://perso.orange.fr/GRTux/
> If you define it to be
> carrier
> you can define
> Object
> and you may define a park position
>
> no need to have wire and catapult
>
> Regards
>
> --
> Gérard
> http://perso.orange.fr/GRTux/
>
ah thanks !
I tried ship and static ...
Didn't try carrier though...
--
Syd&Sandy <[EMAI
On jeu 4 octobre 2007, Syd&Sandy wrote:
> > > Log Message:
> > > Oil platform for helicopter practice
> >
> > Does this platform exist in real life or did you simply add it for
> > training purpose ?
> >
> > Cheers,
> > Martin.
>
> This is in response to Martin's question , but Im posting i
> > Log Message:
> > Oil platform for helicopter practice
>
> Does this platform exist in real life or did you simply add it for
> training purpose ?
>
> Cheers,
> Martin.
This is in response to Martin's question , but Im posting it here in the hopes
of picking up some tips ,hopefully .
--- Melchior FRANZ wrote:
> * Maik Justus -- Wednesday 03 October 2007:
> > The actual MP code does not send all properties of the static list. It
>
> > only sends those properties, which are existing at initializing of the
>
> > MP-code. Thats why you need to define some properties within the
* Maik Justus -- Wednesday 03 October 2007:
> The actual MP code does not send all properties of the static list. It
> only sends those properties, which are existing at initializing of the
> MP-code. Thats why you need to define some properties within the
> -set.xml file [...]
Ahh, thanks for
Hi Melchior,
Melchior FRANZ schrieb am 03.10.2007 11:38:
> There's a TODO message in multiplaymgr.cxx that says:
>
> // A static map of protocol property id values to property paths,
> // This should be extendable dynamically for every specific aircraft ...
>
> This static list grows and grows
Hi Hans,
On Wednesday 03 October 2007 05:29, Hans Fugal wrote:
> A few general observations...
>
> The kernel is smart enough to swap out only the inactive bits, but it
> can't work miracles. :-) If there's not enough RAM for all the active
> bits, then active stuff has to get swapped out, and it
Hi Olaf,
On Tuesday 02 October 2007 21:52, Olaf Flebbe wrote:
> Hi Durk,
>
> > There are a few interesting observations to make in this respect. I do
> > believe there is a memory leak in FlightGear. Probably a major one in the
> > scenery tile loader. As reported previously, I routinely let Fligh
Hi List,
Melchior FRANZ schrieb:
> There's a TODO message in multiplaymgr.cxx that says:
>
> // A static map of protocol property id values to property paths,
> // This should be extendable dynamically for every specific aircraft ...
>
> This static list grows and grows and that's becoming a
There's a TODO message in multiplaymgr.cxx that says:
// A static map of protocol property id values to property paths,
// This should be extendable dynamically for every specific aircraft ...
This static list grows and grows and that's becoming a problem. I
hardly ever take part in MP, becau
Hi,
I think transmitting a string for defining the texture of the models
livery is the wrong way. It costs much memory and all you get is just
one texture. Many models have different liveries, and the differences
are not only just one texture. The way to define the livery with just
one int val
Am Dienstag, den 02.10.2007, 20:40 -0700 schrieb Syd&Sandy:
> Hello all ,
> Im putting forward the idea of transmitting a /sim/model/texture string
> property with the name of a texture for individual MP aircraft , with the
> idea that each MP aircraft can show its own livery without the need fo
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I like this idea (as an int, string may use too much bw at least if it is
transmitted once / update and not only when it changes). Though a way for each
aircraft to list a few extra properties it want to transmit would be even better
/AnMaster
Sy
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