Android here as well. Let me know if i can help...I was planning to look into
such myself very soon.
--- On Sat, 5/21/11, Arnt Karlsen wrote:
From: Arnt Karlsen
Subject: Re: [Flightgear-devel] OT: android/ipad development
To: flightgear-devel@lists.sourceforge.net
Date: Saturday, May 21, 2011
On Thu, 2011-06-02 at 03:12 +0200, Geoff McLane wrote:
> Hi Jason,
>
> When you say a 'long time', do you mean more than
> this, like DAYS? ;=(( Just trying to get an idea
> of how 'patient' one MUST be... before deciding
> something is really going 'wrong'...
>
I have found that the standard
It would be nice to get fgfred64's project finally into, as the current terrain
seems outdated to me
http://www.youtube.com/watch?v=fkzsD95K_Jk
--- On Wed, 6/1/11, Slavutinsky Victor wrote:
From: Slavutinsky Victor
Subject: Re: [Flightgear-devel] High altitute/speed flights terrain engin
Hi Jason,
Thanks. It is good to know that the -
Default=x, where x = 0-2 is 'normal', but
Chris reported that it was still running after
6 hours, or more... and still unable to exactly
find where this is output, in the code...
When you say a 'long time', do you mean more than
this, like DAYS?
Geoff McLane wrote:
> It is certainly _NOT_ 'normal' behavior, and
> historically (I assume Curt ;=)) implemented some
> draconian 'rlimit' - setrlimit(RLIMIT_CPU,),
> to abort after a period of time, which is just
> NOT available in my WIN32 environment, to avoid
> such a 'forever' loop...
Hi,
Adding to Hal's comments:
On Wed, Jun 1, 2011 at 7:21 PM, Hal V. Engel wrote:
> On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
>> I also disagree with Stuart that such advanced
>> features are nice-to-haves and add little to the simulation - why the hell
>> are we including them then? D
Please see inline and below:
- Original Message -
> Please see inline and below:
>
> On Friday, May 27, 2011 05:23:59 PM Frederic Bouvier wrote:
> > AFAICS, MSVC2010 compiles current Git version without any problem.
> > The OP
> > doesn't say what version he is trying to build, but if I r
On 01.06.2011 20:48, Roland Häder wrote:
> with the last commit from James Turner I could not build FGFS on Linux.
Fixed now. Friends of CMake forgot about automake... ;-)
cheers,
Thorsten
--
Simplify data backup and rec
Hi all,
with the last commit from James Turner I could not build FGFS on Linux.
Now with a fix from Frederic, I can compile but still not link.
Here is what I got:
http://pastebin.com/Xye7VeWr
g++ (Debian 4.6.0-6) 4.6.1 20110428 (prerelease)
Regards,
Roland
signature.asc
Description: This is
On Tuesday, May 31, 2011 10:26:18 PM Robert wrote:
> I absolutely agree with Vivian. The users should know about planes that
> need much resources (CPU, RAM, VRAM).
> This value should not influence the total score.
I think how much compute power is needed and how difficult a model is to
use/fly
On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
> Hal,
>
> I can't follow your logic - because there are some aircraft that need a lot
> of work, the system shouldn't recognize "advanced features" in other
> aircraft that do have them?
I should have been clearer - Sorry. What I was tr
Greetings fgdata committers,
I notice that there is 4 outstanding merge requests for fgdata master
branch in git (including one that belongs to me).
It also looks like gitorious.org have changed their merge procedure
so it works much better now, which is good news.
Can some folks have
On Wed, 2011-06-01 at 14:50 +0300, thorsten.i.r...@jyu.fi wrote:
> I've recently done a visual comparison between hires Flightgear scenery
> and reality - for those interested, see here:
>
> http://www.flightgear.org/forums/viewtopic.php?f=5&t=12259
>
> One of the striking points is that in reali
> As I indicated in the Forum
> http://www.flightgear.org/forums/viewtopic.php?f=6&t=12005
> a solution to the problem would be to represent Earth from high altitude
> by pieces of a hires textured sphere (textures to be obtained from
> Celestia), with (at least as demo) a simple Nasal script contr
Following the idea of placing conditionals on position in materials.xml, I
have created a rather nice demo for regional textures. But the problem
remains that only the startup position counts, i.e. I suspect
materials.xml is parsed only once during a Flightgear session.
Is there a simple way to m
I've recently done a visual comparison between hires Flightgear scenery
and reality - for those interested, see here:
http://www.flightgear.org/forums/viewtopic.php?f=5&t=12259
One of the striking points is that in reality even in partially clouded
skies distant objects do not start to fade into
> Current terrain engine makes flights on high altitudes or long flights
> on high speeds unreasonable. There is no Earth surface visible, only
> blue fog, but lags very big, fps may drop to one per second or less,
> simulation may crash on attempt to switch to other window and so on,
> because it
Another one, maybe final, attempt to attract FG community attention to
high altitude/speed flights and current terrain engine problems with it.
Current terrain engine makes flights on high altitudes or long flights
on high speeds unreasonable. There is no Earth surface visible, only
blue fog, but
> Hi Torsten
>
> I only missed the statements from your message here in the list, which
> is very important to see current progress. Because i.e. Text on
> gitorious does not reflect the new plan. Sorry, I was away for some
> weeks ... Maybe I will add a "box" or something on top of the wiki page
>
Chris/Geoff,
I normally see reams of these and other similar lines.
I think that you are seeing some form of count for terrain type.
My usual output has other textures mixed in there and only ever <3 as
the number expressed.
If you are using a hight level of detail (OSM residental) and processing
Am 01.06.11 07:41, schrieb Torsten Dreyer:
>> Can you please update http://wiki.flightgear.org/Release_Plan with this
>> very important information ? Something like a short description of
>> current state ?
>>
>> Thanks a lot, Yves
> Hi Yves,
>
> this particular wiki page was written (mostly by mys
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