Looks good , Ive commited your work, but changed the wheel rotation to use
my nasal tire-rpm and spin down script.
Thanks for the nice work .
I'll leave the mp-osi alone until I know what direction we're going with
that.Might be better to change the replay code if we're going to remove that
proper
I use replay to admire my bad landings ;)
Hardly an important thing, but thought I'd point it out since it's a
simple one to fix.
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trial. Simp
lol. No problem :).I was just bugging since I sort of know you through MP.
But you did raise an interesting topic. Some time ago I was under the
impression that we were
phasing out mp-osi in favor of mp-inhg.
I didnt realize the replay system used it. (I rarely use replay)
Cheers
On Fri, Aug 7, 20
I guess I kinda worded that oddly, no offense meant syd. :)
cheers!
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P.S. I can't remember now if the tail wheel was steerable or castering ,
I'll look into that again
On Fri, Aug 7, 2009 at 8:24 PM, syd adams wrote:
> the dch2 guy's name is in the author section ;)
> I'll take a look at your modifications (mods sounds gamey ;)) and if it
> looks ok , I'll commit
the dch2 guy's name is in the author section ;)
I'll take a look at your modifications (mods sounds gamey ;)) and if it
looks ok , I'll commit .
Cheers
On Fri, Aug 7, 2009 at 8:04 PM, Jacob Burbach wrote:
> Hello everyone, I got bored today and made some new wheels for the
> beaver. They have m
Hello everyone, I got bored today and made some new wheels for the
beaver. They have more detailed tires and rims with livery, and they
are animated to spin in ground roll. The uv mapping and livery
modifications were done rather quickly, so I won't be offended if they
get changed around. Overall
Hi all,
I tracked down my problem with shape-decode to a case of uncaught
parallel lines in the function getIntersection in util.cxx. The
resulting computed intersection point was obviously very distant,
creating the strange coordinates that Curt noticed.
I fixed it by raising the "epsilon" co
On Fri, Aug 7, 2009 at 11:15 AM, Martin Spott wrote:
> Curtis Olson wrote:
>
> > I just thought I would pass this along in case there is anyone from the
> > FlightGear group that would like to participate or attend (and weren't
> aware
> > of the dates through other means.)
>
> We can safely rely
Curtis Olson wrote:
> I just thought I would pass this along in case there is anyone from the
> FlightGear group that would like to participate or attend (and weren't aware
> of the dates through other means.)
We can safely rely on Durk taking care of our inscription after he's
back. Aside from t
leee wrote:
> On Friday 07 Aug 2009, Anders Gidenstam wrote:
>> On Fri, 7 Aug 2009, leee wrote:
>>> I'm just wondering how much hardwood there is in Sweden.
>>> Sweden's Firs might have been ok for the masts and spars but
>>> hardwood was needed for the hull and superstructure, typically
>>> Oak
Mathias,
For some reason scenery textures are no longer being loaded by fgviewer?
Thanks,
Ron
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Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day
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I just thought I would pass this along in case there is anyone from the
FlightGear group that would like to participate or attend (and weren't aware
of the dates through other means.)
Thanks,
Curt.
-- Forwarded message --
From: Frans Broekhuijsen
Date: Mon, Jul 27, 2009 at 1:43
On Friday 07 Aug 2009, Anders Gidenstam wrote:
> On Fri, 7 Aug 2009, leee wrote:
> > I'm just wondering how much hardwood there is in Sweden.
> > Sweden's Firs might have been ok for the masts and spars but
> > hardwood was needed for the hull and superstructure, typically
> > Oak for the keel and
On Fri, 7 Aug 2009, leee wrote:
> I'm just wondering how much hardwood there is in Sweden. Sweden's
> Firs might have been ok for the masts and spars but hardwood was
> needed for the hull and superstructure, typically Oak for the keel
> and frames and other hardwoods for hull and deck planking.
On Fri, 7 Aug 2009 12:44:39 +0100, leee wrote in message
<200908071244.39180.l...@spatial.plus.com>:
> On Friday 07 Aug 2009, Torsten Dreyer wrote:
> > > On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in
> > > message
> > >
> > > :
> > > > Torsten Dreyer wrote:
> > > > > Looks like Scotlan
On Friday 07 Aug 2009, Torsten Dreyer wrote:
> > On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in
> > message
> >
> > :
> > > Torsten Dreyer wrote:
> > > > Looks like Scotland and Germany have something in common
> > > > ;-)
> > >
> > > except from the fact that there are even fewer t
> On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message
>
> :
> > Torsten Dreyer wrote:
> > > Looks like Scotland and Germany have something in common ;-)
> >
> > except from the fact that there are even fewer trees in Scotland
> > because of their crazy ancestors' decision to buil
On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message
:
> Torsten Dreyer wrote:
>
> > Looks like Scotland and Germany have something in common ;-)
>
> except from the fact that there are even fewer trees in Scotland
> because of their crazy ancestors' decision to build a magnif
This looks like a great improvement to me !
It makes me think too, could it be applied to cloud layers ? High altitude
clouds distribution looks very even too. But then I'm not sure if they are
distributed at random at all.
--
Hi,
The HID Usage Tables (extracted from MacOSX) incude a sub-section
specifically for Simulation:
/* Simulation Page (0x02) */
/* This section provides detailed descriptions of the usages employed
by simulation devices. */
enum
{
kHIDUsage_Sim_FlightSimulationDevice= 0x01,/* Applica
Torsten Dreyer wrote:
> Looks like Scotland and Germany have something in common ;-)
except from the fact that there are even fewer trees in Scotland
because of their crazy ancestors' decision to build a magnificent naval
force ;-)
> Your new tree placement gets my vote.
Indeed !
> On 6 Aug 2009, at 23:07, Stuart Buchanan wrote:
> > While the current random forest code distributes the individual
> > trees evenly across the terrain. This works well for large areas of
> > forest, but less well for more mixed terrain, where individual
> > copses/woods of trees are mixed with c
On 6 Aug 2009, at 23:07, Stuart Buchanan wrote:
> While the current random forest code distributes the individual
> trees evenly across the terrain. This works well for large areas of
> forest, but less well for more mixed terrain, where individual
> copses/woods of trees are mixed with com
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