for me its a feature and not a bug!
D-NXKT
I'm fine with having that [2D panel shown regardless of selected view] as an
optional feature, but it shouldn't be the default because it doesn't reflect
reality. The current menu switch to turn 2D panel on and off is NOT adequate,
because I have to
Some years ago when I started flying FlightGear 2.0, I added --model-hz=480 to
my startup aliases for reasons I no longer remember. I've continued to use
these aliases through 2.4 and 2.6 with no real ill effect.
However, on a git build from June 13 I've noticed that using them really
Additional finding: if you do a File -- Reset immediately after startup, the
slow 1 - 2 fps problem goes away immediately and frame rates stay high
thereafter.
Something seems to be getting initialized either when breaking ground during
takeoff or in a File -- Reset that is not getting
there are now 2 Versions in Git:
The old one with the UIUC/Larcsim FDM and the converted new one (JSBSim)
Both are working. It seems to me that? you haven't compiled Larcsim.
I think Larcsim isn't compiled by default. You have to set some flags.
I had the same problem a few month ago
Hugo,
I gave the airwaveXtreme150 a try, but fgfs crashes immediately with the
following error:
Fatal error: Unrecognized flight model 'larcsim', cannot init flight dynamics
model.
AL Error (atc): Segmentation fault
This is based on the latest 2.7 build as of 2022 Pacific Daylight Time, June
Yves wrote:
I suggest you better take branches releases/2.2.0 from sg/fg/fgdata to
compare. Another interesting repo to checkout could be
http://www.gitorious.org/fg/fgmeta.
Anyway branch master is not followed since more then 10 months I
think, and there have been a lot of changes (master
I'm noticing some very significant performance differences running the master
build vs. the next build on my old, slow machine. Here's a quick table of fps
rates, taken while sitting on the default runway at SFO in the 172, using no
command-line startup options:
master: no material shaders
Sid wrote: Maybe you already looked into this , but to me it would make more
sense to bind the joystick buttons to activate the enable properties in the
actual autopilot.xml files rather than modifying the author's specialized
scripts.Or write a generic nasal file to handle the variety of
Arnt,
Per your suggest, I re-ran the tests with --enable-fullscreen and
--geometry=1024x768. This improves performance noticeably on the master build,
and on the next build with material shaders off, but I don't see any
differences with material shaders on. So it actually opens the
Recently, I've been spending a good bit of time attempting to program all of my
most-used aircraft so that I can engage and disengage the autopilot through the
joystick. I've been able to get this to work on the Seneca II with a short
nasal script in Nasal/SenecaII.nasal that sets the
It absolutely drove me nuts that the Hurricane, alone of the planes I've tried,
does not retract the gear when I press the appropriate joystick button.
Studying the Nasal code, I saw that the gearDown() function was overridden in
the Aircraft/Hurricane/Models/hurricane.nas file.
Changing
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
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