Hello!
I recompiled OSG3.0.1, simgear, flightgear, updated fgdata, plus I deleted all
terrain files from my harddisk so that terragear would download them again...
Yet, the grassfield is still distorted. I think its a local phenomenon
affecting ESSZ and in a smaller effect ESSE, because I also ch
> Ok, cool! I thought it was a bug... I'll check it without Advanced Weather
> and see if there are any problems
Belay that. I didn't read your reply correctly before... All is ok then
regarding the sliders function... The only thing that remains is for them to be
removed in the future, if I un
Hej Thorsten! :)
> From: thorsten.i.r...@jyu.fi
> To: flightgear-devel@lists.sourceforge.net
> Date: Mon, 1 Jul 2013 06:10:52 +
> Subject: Re: [Flightgear-devel] Grass airfield texture distortion in ALS
>
> > 1. I noticed some distortion in the texture placement in grass airfields
> > when u
Hello!
1. I noticed some distortion in the texture placement in grass airfields when
using the ALS.
Here are some snapshots:
--basic shader: http://imageshack.us/f/15/p917.png/
--ALS: http://imageshack.us/f/196/9lcl.png/
--Rembrandt: http://imageshack.us/f/839/4ll1.png/
The shots are from ESSZ,
19 jun 2013, at 13:42, "Stuart Buchanan" wrote:
> On Tue, Jun 18, 2013 at 11:08 PM, Kleo G. wrote:
>> ALS already has an ON/OFF selection button.
>>
>> Wouldn't it be useful for Rembrandt to also have such a button, thus being
>> able to switch it o
ALS already has an ON/OFF selection button.
Wouldn't it be useful for Rembrandt to also have such a button, thus being able
to switch it on or off either without restarting the sim?? It would skip all
the inconvenience of restarting the sim for activating Rembrandt.
Thank you! :)/Kle
-
> From:
Stuart,
This could be the best news I heard today! :)
In addition to core developers, just a thought that just came to me while
reading today's mail:
IMHO I realize that the project lacks a Project Manager or at least a meeting
where priorities would be set for the Devs to fix/implement BEFORE
Hej Thorsten! :)
> From: thorsten.i.r...@jyu.fi
> To: flightgear-devel@lists.sourceforge.net
> Date: Wed, 17 Apr 2013 07:22:42 +
> Subject: Re: [Flightgear-devel] Rembrandt and ALS combined or switchable
>
> > I was wondering if there is a future plan in uniting these two amazing
> > attrib
Hello!
I was wondering if there is a future plan in uniting these two amazing
attributes of FG...
I suspect the programming challenges must be more than easy, yet I assume we
would all like to have these features together, without having to quit and edit
config files for choosing one of them a
Hello!
I've been flying with the c172 in FG for years, it being my preffered aircraft
for almost 90% of my time in the sim.
One thing i noted while flying at night is that the instrument lighting with
Rembrandt activated is white, instead of the red it should be.
The colour with Rembrandt=off
Greetings!
Pulled today's SG-FG-Data Git and noticed that I cannot select valid Navaid
frequencies via the knobs, both NAV and COM ranges are in the Com range only.
Inserting instead frequencies manually via the Radio Settings menu (F12) works,
yet as soon as I move the knobs they fall back to
Cool review Renk!
Regarding FDMs: I was at a friend's this christmas and since he had just bought
X-Plane 10, I had the chance to test it with C172 to see how it handles...
FG clearly wins here since on X-plane there was not even a slight 'adverse yaw'
(aileron-breaking) attitude when turning
You can also try inside the build-dir 'ccmake ../path-to-source-dir' and get
Cmake's Interactive Configuration Tool and fix everything there.
Notice the 2 'c' in ccmake!
Cheers!
Kle
On 25 feb 2013, at 10:41, "James Turner" wrote:
>
> On 25 Feb 2013, at 04:34, castle...@comcast.net wrote:
>
I fixed the error by editing src/FDM/SP/ADA.cxx and adding in the beginning:
#include
Everything built smoothly! :)
MvH,KlearchosSE-MUA
I got the time to redo the whole process, that is pull and compile both simgear
and fg, in case I had missed something... Simgear was built without problems.
I then tried FG with SP_FDMS=ON at first and I got this:
--
[ 67%] Building CXX object
src/Main/CMakeFiles/fgfs.dir/
Hello again!
> ..an i7? Try: 'grep ht /proc/cpuinfo |wc -l ' ;o)
Yep, it gives '8' but I read that the compiler wants the physical core number,
not the logical ones... Or?
>> ..you have libsvn-dev?
>I will check that, too, tomorrow...
I have svn. The configure file looks up and finds '/usr/in
Hello again!
> > ..which branch are you pulling now?
As always, I am pulling next, haven't changed anything there...
> ..to pinpoint things, I build with "-J 1" to keep the exact
> same sequence, makes diffs much smaller and easier to read.
>
I use "-j 5" since my i7 is a quadcore, but I can
Hello!
I got another FG compiling error today, this time at 36%, here is the output:
---
[ 35%] Building CXX object src/Main/CMakeFiles/fgfs.dir/__/GUI/MapWidget.cxx.o
[ 35%] Building CXX object
src/Main/CMakeFiles/fgfs.dir/__/GUI/WaypointList.cxx.o
[ 35%] Building CXX object src/Main/CMakeF
Hello!
> ..exactly how did you try to do this compile?
As always, I use 'ccmake ../source' in a build directory for both Simgear and
Flightgear, followed by 'make' and 'make install'.
> Arnt wrote:
> ..I too get this. If you need FG right now for e.g. PPL training,
> try "mkdir -vp test-tre
Hello!
I just pulled FG Git for compiling and testing it. At first I tried with
SP_FDMS, yet the build fails at 61%, giving me this output:
[ 61%] Building CXX object src/Main/CMakeFiles/fgfs.dir/__/FDM/groundcache.cxx.o
[ 61%] Building CXX object src/Main/CMakeFiles/fgfs.dir/__/FDM/SP/ACMS.cx
Hello!
I removed some glitches and corrected the following soundfiles:
1. fgdata/Sounds/turbojet_fan.wav (Used also by f-14b, original file had
clicks),
2. fgdata/Bombardier-415/Sounds/flaps.wav (original file was STEREO,
clipping)
3. fgdata/Bombardier-415/Sounds/gear-up.wav (origina
reak faith with its social function, art must show the
world as changeable. And help to change it." -Ernst Fischer
Kleartivity.wordpress.com
>
> On Sun, Jun 17, 2012 at 6:22 AM, Kleo G. wrote:
> > I found what's causing the freeze! It's the landmass shader. Disabli
reak faith with its social function, art must show the
world as changeable. And help to change it." -Ernst Fischer
Kleartivity.wordpress.com
>
> On Sun, Jun 17, 2012 at 6:22 AM, Kleo G. wrote:
> > I found what's causing the freeze! It's the landmass shader. Disabli
I found what's causing the freeze! It's the landmass shader. Disabling it in
the "rendering" window I have no system freezes at all!
I don't know if it's only my system or if there are other users experiencing
this, yet if you need further info I'd be happy to provide them!
Cheers
/Kle
-
"In a
Hello!
I decided to write here too in case someone else has experienced this issue. In
specific, I have a Gentoo box dedicated to music production, 3D modelling and
Flightgear, aiding me with my pilot studies.
(Specs: Motherboard: Gigabyte EX58-UD5 F12, CPU: i7 920@2.80 GHz Quad core,
Memory
> > @/Kle:
> > > I downloaded the latest Git yesterday, and by enabling Rembrandt
> > > through the 'Internal Properties' dialog I get this lovely multicolored
> > > result:
> > > http://img515.imageshack.us/img515/8468/fgfsscreen133.png
> >
> > It never worked for me here. I always had to decid
> > @/Kle:
> > > I downloaded the latest Git yesterday, and by enabling Rembrandt
> > > through the 'Internal Properties' dialog I get this lovely multicolored
> > > result:
> > > http://img515.imageshack.us/img515/8468/fgfsscreen133.png
> >
> > It never worked for me here. I always had to decid
Hey all!!
Frederic,
I downloaded the latest Git yesterday, and by enabling Rembrandt through the
'Internal Properties' dialog I get this lovely multicolored result:
http://img515.imageshack.us/img515/8468/fgfsscreen133.png
Also, I cannot activate it anymore by using the
'--prop:/sim/renderi
Hey guys!
I removed some glitches that were audible in the Bell 222x rotor sounds.
Do you know how I can submit them to the FGDATA tree? Or should I contact the
creator?
Thanks!
--
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