On Saturday 23 February 2013 07:33:54 Renk Thorsten wrote:
- I agree with Vivian, we can't do realistic distances for radar because of
memory issues
Lorenzo:
the reason to be of the EQUIPMENT is to override the limit of the EYE
vision.
Are we doing the error to merging this two ?
-
Actually, I think what he tried to suggest was, that the needs of
visuals and the needs equipment like radar should not be mixed. For visuals
we need
the terrain and all the objects like trees and buildings which are hard on
performance.
It's a fact that the distances out to which we
On Sat, 23 Feb 2013 07:13:21 +, Renk wrote in message
e495a106ff5f31448739e79d34138c192789b...@mbs2.ad.jyu.fi:
..see? Here you go again, snipping away too agressively, so
the pointer to my forgotten point, is lost. Fix that. ;o)
..a point I forgot to make: you (or your MUA?) don't
Hi all,
I won't ask for the adds to be removed (apparently that is not possible), but I
do want to bring the result of that decision under your attention. Is this
really what we want?
http://www.flightsim.com/vbfs/content.php?13546-FlightGear-v2-10-Is-Released#comments
On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote:
A lot of stuff, mostly deflecting the discussion to other irelevant points
* Thorsten
While I should know better than to answer to this, as it will again get
deflected to other areas, let's imagine ourselves a simple scenario:
On Saturday, February 23, 2013 09:36:23 Renk Thorsten wrote:
It's a fact that the distances out to which we draw trees and buildings are
considerably less than how far we potentially draw terrain (120 km max.) So
these things are separated even now - we don't attempt to render random
On 02/23/2013 11:13 AM, Gijs de Rooy wrote:
Hi all,
I won't ask for the adds to be removed (apparently that is not
possible), but I do want to bring the result of that decision under your
attention. Is this really what we want?
One quick option would be to move the navigation bar below the
Hi Gijs, et al.,
Slowly coming back to FlightGear land, now that my deadline is met. :-)
Yes, I think that this is undesirable. Having adds inside the content area of a
website is usually considered to be poor design, from a usability perspective.
I don't mind if we have some adds on the top,
On Saturday 23 February 2013 12:21:02 Emilian Huminiuc wrote:
So in the default scheme we load 9 tiles at startup, then we keep loading
tiles in the direction we're traveling, and those initial tiles remain
resident in the tile cache for a while (in case you decide to double back).
So there's
On Saturday, February 23, 2013 11:51:55 Stefan Seifert wrote:
The solution is not to give crude tools like limiting visibility to the
user. The solution is to fix FG to be consious about how much memory is
available and make the best use of it. Yes, many games simply limit
visibility if
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On 02/23/2013 11:26 AM, Durk Talsma wrote:
Hi Gijs, et al.,
Slowly coming back to FlightGear land, now that my deadline is met.
:-)
Yes, I think that this is undesirable. Having adds inside the
content area of a website is usually considered
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Sorry for empty message. Here it is. :)
Here is now an alternative tracker (I also track my FGFS-related
torrents to the original + in addition to my tracker) for all
BitTorrent download:
http://flightgear.mxchange.org:23456/
Just click on the
On Saturday 23 February 2013 13:20:49 Emilian Huminiuc wrote:
Guess what happens when memory is limited and visibility is set to 120km?
You see the end of the world, because no more tiles can be loaded to reach
that distance.
Guess what you need to adjust then, independent of what the real
On Saturday, February 23, 2013 13:09:29 Stefan Seifert wrote:
Why do you want the user to have to repeatedly press a key after starting
the sim instead of setting the maximum visibility once and for all in the
advanced weather dialog? In other words: why should the user press a key
_n_ times
Emilian, just up-front to keep this discussion focused on what it actually is
about:
Do you, or do you not agree that 20 (or 16) km terrain loaded regardless of
the visibility is a sane value? Somehow, you still haven't really answered the
question, you're just expressing unspecified
Buildings/trees are generated at tile load time currently, and remain
resident
in memory, for as long as the tile is loaded. If you don't se them on
screen
doens't mean they're not there.
Yes, but strangely enough, this part of the discussion happened to be about LOD
systems and
Hi Gijs,
De : Gijs de Rooy gijsr...@hotmail.com
Envoyé le : Samedi 23 février 2013 11h13
I won't ask for the adds to be removed (apparently that is not possible), but
I do want to bring the result of that decision under
your attention. Is this really what
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On 02/23/2013 03:50 PM, Olivier wrote:
Hi Gijs,
*De :* Gijs de Rooy gijsr...@hotmail.com
*Envoyé le :* Samedi 23 février 2013 11h13 **
I won't ask for the adds to be
Let's please be honest here.
I'll repeat it once more, I don't have a personal problem with you, I
have a problem with your methods, and AFAIK I'm not the only one, but
(un)fortunately, the other ones chose to stay silent...
If you refer to my methods of coding, I don't think we've had
While I think that sometimes Thorsten may give
people more benefit of the doubt...
After sleeping over it, I have to admit that Stefan is right.
I was angry about the way the discussion was turning away from being
productive, and that colored my response to Lorenzo, which is not how
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