The props data protocol ls command has a problem: there's no way to
determine that its output is complete (unless we use a timer, which
would mean that all ls commands would suspend the client for the time out
duration).
I'm proposing to add a lsx command, similar to ls, but that will
terminate i
2011/4/15 ThorstenB :
>
> Ok, not sure what has changed there, but is it important enough to be
> migrated to 2.2? I know it's tempting to make all the new features
> available right now (I'd like to see my new TCAS in the release, we've
> had 2 JSBSim updates, new HLA support, tank properties, joy
On 13.04.2011 22:52, Csaba Halász wrote:
> On Wed, Apr 13, 2011 at 9:16 PM, ThorstenB wrote:
>> I never ran FG for 6 hours with clouds& MP enabled though. But are we
>> sure that the OSG cache itself really made a major difference now?
>
> Yes, pretty sure. I fly FG during the monthly TGA events,
Ok success. It does rest slightly off the ground at the nose ... i
removed the fake gear and all the mstab objects (clever use of mstab ,
by the way :)) , and still the same results... I have to admit I've
never noticed this behavior before.
On Fri, Apr 15, 2011 at 1:17 PM, Adrian Musceac wrote:
On Friday, April 15, 2011 20:43:45 syd adams wrote:
> One small ,narrow fuselage piece inside and at the bottom of the main
> fuselage doesnt make a difference here, you don't need a lot . And
> they don't seem to trigger a crash like gear does.
>
The gear only triggers a crash when its absolute
On Friday 15 April 2011 21:07:12 syd adams wrote:
> Still trying to take off ;) .Very nicely done model ...but a bit too
> much detail for my laptop ...I get 10 fps where I'm used to getting
> 30-40 .
>
No need to take off :), just raise the gear with the engine running (otherways
it doesn't rai
On 15.04.2011 11:11, Andreas Gaeb wrote:
> The input value lists seems to fulfil both conditions (SGSharedPtr
> pointing to SGReferenced), so in theory, automatic deletion should work
> here. Still, valgrind complains. Could the problem here be related to
> calling the componentForge functor?
Reme
Still trying to take off ;) .Very nicely done model ...but a bit too
much detail for my laptop ...I get 10 fps where I'm used to getting
30-40 .
On Fri, Apr 15, 2011 at 8:54 AM, Adrian Musceac wrote:
>
>> Possibly , I think you've probably looked deeper into the code than i
>> have there . Though
Hi,
On Thursday, April 14, 2011 06:07:18 cas...@mminternet.com wrote:
> Agree with the first part about hacking, but disagree with the second idea
> of "cost"
>
> HLA is a follow-on to DIS and SimNet developed by DARPA and would require
> either an extensive rewrite of FG to be HLA (Stanag 4603)
One small ,narrow fuselage piece inside and at the bottom of the main
fuselage doesnt make a difference here, you don't need a lot . And
they don't seem to trigger a crash like gear does.
On Fri, Apr 15, 2011 at 8:46 AM, Heiko Schulz wrote:
> Hi Syd,
>
> As Oliver Thurau (ot-666) found out, many
Hi,
On Wednesday, April 13, 2011 11:52:30 Durk Talsma wrote:
> Oh, and just hitting the "send" button a little too early, I had wanted to
> add that Martin Spott pointed me that the possibilities of using the new
> HLA layer for this purpose. I'm currently not familiar with HLA myself to
> commen
On Friday 15 April 2011 17:36:12 syd adams wrote:
> > Syd, about the fuselage contact points: they are internally
> > represented as a gear object, only without the compression stuff
> > and with hardcoded values for static and dynamic friction. I think
> > using fake gears directly would give a li
> Possibly , I think you've probably looked deeper into the code than i
> have there . Thought I'd bring up the idea in case it hadn't been
> tried .
> I,ve also tried to trigger that gear up crash but haven't been able
> too , (with my aerostar) , it does a belly landing and the crash
> property
Hi Syd,
As Oliver Thurau (ot-666) found out, many fuselage sections will decrease
framerates.
That's why it is better to have fuselage section only when necessary.
Heiko
> Von: syd adams
> Betreff: Re: [Flightgear-devel] YASim issues
> An: "FlightGear developers discussions"
>
> Datum: Frei
> Syd, about the fuselage contact points: they are internally
> represented as a gear object, only without the compression stuff
> and with hardcoded values for static and dynamic friction. I think
> using fake gears directly would give a little better tweaking
> precision, wouldn't it?
>
> Cheers,
Hi Arnt,
>> > >> http://geoffair.org/tmp/makefg
> ..idea for makefg-1.3.0: WEUSESYSTEMPLIB=1, WEUSESYSTEMOSG=1
Already thought of, and done ;=))
For all the recent versions there are options -
PLIBPATH=
OSGPATH=
Which should do what you ask, but I have NEVER installed
PLIB nor OSG into a '
Durk wrote
>
> On 15 Apr 2011, at 08:41, Erik Hofman wrote:
>
> > On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
> >> I can only agee with Vivian here: lets get this change into GIT, so
> that it
> >> doesn't get lost as so many others in the past. The shader is not
> perfect
> >> y
On Thursday, April 14, 2011 21:40:10 Gary Neely wrote:
> Adrian,
>
> Great catch on the fuel and glideslope issues. You're right--
despite
> parsing the fuel attributes and supplying defaults if necessary,
it
> has the defaults hard-coded right in the Airplane::compile block.
It
> seems to cons
Hi.
Nice to see my shader brought up some discussion :)
First, Vivian, I tried to see your screenshots, but the link wasn't
working (server down or something?) so I cannot comment them right
now. And I didn't mean the bug with sun reflection on the water being
misplaced from the real shader, but
On Fri, 2011-04-15 at 11:22 +0200, Durk Talsma wrote:
> Like, Christian and Vivian stated earlier, I would also hate to see a patch
> getting lost, especially when it contains promise. This is why I originally
> suggested committing it.
>
> I would suggest that (even though it may not be produ
On 15 Apr 2011, at 08:41, Erik Hofman wrote:
> On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
>> I can only agee with Vivian here: lets get this change into GIT, so that it
>> doesn't get lost as so many others in the past. The shader is not perfect
>> yet, but that should not hurt
Am 14.04.2011 21:39, schrieb Torsten Dreyer:
> Isn't that what SGReferenced objects were made for? Automatic deletion?
> Minimal but slight more complex example [...]
yes, this works as expected -- as long as one uses SGSharedPtr. The
componentForge map uses standard pointers at the moment, so it d
On Fri, 15 Apr 2011 08:41:42 +0200, Erik wrote in message
<1302849702.1655.1.camel@Raptor>:
> On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
> > I can only agee with Vivian here: lets get this change into GIT, so
> > that it doesn't get lost as so many others in the past. The shader
ThorstenB wrote:
> On 15.04.2011 01:22, Martin Spott wrote:
>> Note that there are a couple of updates/additions (and removals) to the
>> Base Package which have, as far a I can tell, not yet been migrated to
>> the release branch. At least the stuff Jon Stockill and I have
>> committed to the Mod
On 15.04.2011 01:22, Martin Spott wrote:
> Note that there are a couple of updates/additions (and removals) to the
> Base Package which have, as far a I can tell, not yet been migrated to
> the release branch. At least the stuff Jon Stockill and I have
> committed to the Models/ subdirectory is aff
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