I always thought it was a 737 hulk used for fire crew training.
I think there's no reason why mipmaps could not be pre-generated for formats
other than DDS, nothing stops FGFS from defining a texture as a combination of
a series of images and a snippet of XML code describing the way these are
Another approach could be the use of multiple UV layers, like other game
engines, err, scenegraphs use. One base texture, and one or more uv layers for
decals, with the possibility to define in the material properties if a texture
repeats or not. the limit here is posed by the use of a model
I'd leave to the client the task of distorting the received signal based on the
distance and other environmental parameters. The server should just
re-broadcast the clear signal, maybe culling over a simple range bubble.
From: clem...@hotmail.fr
To: flightgear-devel@lists.sourceforge.net
Date:
An option could be that of adding a wizard to the script, a bit like the
install wizard you can sometimes find for os'es or some custom drivers. It
could allow the user to choose wheter to build the stable version, use the one
found on the system or build the current trunk for the various
If It's an FGRun problem maybe it's caused by the 3D preview code parsing the
planes
From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1
Hi Stuart,
Failed to set alias to
I strongly suspect we need a French interpreter. Google translate is obviously
failing to properly traduce the more nuanced meanings and contexts.
Arnt said: just pressing F3, as you said you did, will produce a picture of the
Cessna C172 on the KSFO runway. There are other settings used to
I think that a better approach would be to allow multiple UV layers and
textures (and texture modes, like decals) on the model format. I understand
that right now FGFS only relies on the native AC3D loader, though AC3D is not
the only 3D format supported by OSG by any means. But there's no
As far as keyboard brake input, i believe this calls for some sort of ramping
up input, starting with a small value that increases exponentially as the
button is kept pressed, decreasing linearly when it is released, so that brakes
can be pulsed to a reasonably constant value. I believe that
Actually, the BSD licence is less restrictive than the GPL and can be included
in GPL projects. Essentially BSD does allow to relicence under GPL and doesn't
pose additional restrictions that would not be compatible with the GPL. What is
not possible, and what might be a problem here, is
(the XML tags in this case) were taken from the
file and used in the translation files? But then it would probably
still be under the GPL license.
On 4/4/13, TDO Brandano tdo_brand...@hotmail.com wrote:
Actually, the BSD licence is less restrictive than the GPL and can be
included in GPL
Flightgear does already support head tracking, of sorts, via the linux-track
project ( http://code.google.com/p/linux-track/ )
However, linux-track makes use of the X-Plane SDK, which might not be entirely
compatible with the GPL, because it was originally only meant to add TrackIR
support
There might be good reasons to interface FGFS with a Visual Basic program
(beats me why someone should hate themselves so much, but it takes all sorts),
so do it in C++ is not really a nice answer. That said, there are several
ways to control FlightGear through several network protocols and
I have used horizontally interlaced 3D with passive polarized glasses, and
works fairly well. I only had to slightly adjust the eye spacing slider
definition in the UI to allow me to input negative values, since the two left
and right views resulted swapped on my setup. However, interlaced 3D
The problem is that the next one to commit with a misaligned case will create a
new duplicate, i suspect. I imagine one has to be elected as the right one, and
then all contributors should align themselves to that. Personally I'd delete
both and replace them with a new filename.
From:
You mean you speak Dutch? :)
Date: Sat, 22 Dec 2012 11:47:19 -0800
From: ge...@deltasoft.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8
On Sat, 22 Dec 2012, Gijs de Rooy wrote:
Better take the drame to your own
The Blender coders organize a weekly IRC meeting ( #blendercoders on freenet),
on Sundays at 16:00 CET, in order to discuss outstanding issues, project
direction, and to generally work things out. Naturally, Blender is a different
kind of project. It is backed by a foundation, which employs
Ok, silly idea, but it might just work. You could try to install the drivers in
a wineprefix and reroute the traffic to the usb device on the linux side so
that the stream of data gets logged somewhere?
Regards,
Alessandro
From: zakal...@mac.com
Date: Tue, 6 Nov 2012 22:44:51 +
To:
There's several situations where the same random seed is needed in
multicomputer setups, this being one such case. Perhaps there should be a
central session seed value shared across same session machines, perhaps with
the option to specifically indicate one of the machines as master? For stuff
The only one issue I can see with the GPL being used for artwork is that it
precludes us from using a large body of data that is licensed on terms not
compatible with the GPL. Some maps and textures are only available on other
kinds of permissive licenses, that however require other
Well, if you introduce skeletal animation, I'd add: things flex (wings on a
glider, but also the arms of a pilot)
things scale and morph (drag chutes. Morph targets might work better?)
and perhaps in the future, things link two objects with a flexible chain, like
the aerotow. but that is
Actually, what I wonder is, do we need the scenery cast shadows to be
calculated on each frame? Is there a way that they can be stored and just
updated every few minutes for static objects?
Date: Tue, 3 Apr 2012 13:53:08 +0100
From: aeitsch...@yahoo.de
To:
I think that the licence status notice on Wikipedia's Atomium photograph page
pretty much explains it all:
http://en.wikipedia.org/wiki/File:Atomium_20-08-07.jpg
Date: Mon, 12 Mar 2012 16:17:55 +0100
From: stone...@stoneynet.nl
To: flightgear-devel@lists.sourceforge.net
Subject: Re:
If you plan to do any formation flight, then you need all the resolution you
can get from engine controls.
Anyway, I would try to dimension the resolution on the minimum amount of play
that can be obtained on the controls.
Just build one sensor and edit the input file so that you can map it
I also concur, there should be no reflection or almost no reflection on the
instruments themselves, since these are generally dealt with with careful
instrument placement and sunshades even in cars. There might be some reflection
of cabin interior details on the windshield, but only light
I also suspect that the speed of wind turbines is not just directly
proportional to wind speed. As far as I know, the speed is generally regulated
either by increasing the turbine load or by changing the blade pitch, to avoid
them getting damaged in high wind. In extreme gusty gales they are
I think the most compatible solution would be to either downmix them to mono,
or convert them to two mono samples to be played concurrently but offset from
their original position by an amount directly proportional to the distance from
the cockpit. A hack, of course, but would preserve a good
rain_canopy.wav seems, by its name, to be one example of a sound sample that
won't benefit from the 3D sound engine as much as just being played back as a
static, stereo sample.
From: e...@ehofman.com
To: flightgear-devel@lists.sourceforge.net
Date: Fri, 9 Dec 2011 18:40:18 +0100
Subject:
Btw, if anyone feels intrigued about Mario's flying pizza airport, here it is:
http://maps.google.com/maps/place?ftid=0x86415b90e61a4049:0xab0e9da4a50a2a4q=mario%27s+pizza+sealyhl=enved=0CA0Q-gswAAsa=Xei=YxfhTpzhJdXVOKDNuAwsig2=M8avv0_jhvFgnD-ytx5bBQ
Can't see planes on the ground, I suspect
I have encountered a little compilation error when trying to build FGRUN from
SVN with the current Simgear from GIT
The problem is that when detecting a locale path some arguments can be passed
to SGPath without being first properly cast.
I have attached a little fix that seems to work for me
Oh, I forgot, credit to TB for this one.
From: tdo_brand...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Sat, 19 Nov 2011 01:00:43 +
Subject: [Flightgear-devel] FGRUN compile error with current Simgear (main.cxx,
lines 109 and 114)
I have encountered a little
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