On Saturday 16 December 2006 16:34, Martin Spott wrote:
> alexis bory wrote:
> >The second problem I would like to address is to permit the modeling
> > of rather complex weapons system. Most modern warbirds have a bunch off
> > controls related to weapons, and at least several triggers on the
alexis bory wrote:
> Martin Spott a ?crit :
> > Maybe adding combat simulation to FlightGear might attract new
> > developers, but it certainly will repell others. And, this question
> > targets Didier as well, honestly, do you really think that the kind
> > of folks you attract simply by addi
Am Samstag, den 16.12.2006, 15:54 +0100 schrieb Melchior FRANZ:
> * alexis bory -- Saturday 16 December 2006 15:13:
> > controls.trigger() is not used in aircrafts, but overwritten by MiG15 [...]
>
> Which is perfectly fine. See below.
>
>
>
> > - some use ',' as a gun/missile trigger depending
Martin Spott a écrit :
> alexis bory wrote:
> > [...] On the other hand having such developements makes FG
> > attractive for a wider public and more developpers.
> Maybe adding combat simulation to FlightGear might attract new
> developers, but it certainly will repell others. And, this quest
On 12/16/06, Didier Fabert wrote:
Our long-term goal is to have FlightGear FAA-approved as a flight
training device.
For what it's worth, ATC Flight Sim is currently producing and selling FAA
certified flight simulators that are largely based on FlightGear (combined
with some proprietary apps
Le samedi 16 décembre 2006 18:39, alexis bory a écrit :
> That's obvious, the 'game side' of FG will progress only if it keep
> being a benefit for the whole thing.
> As a modeler, I consider weapons only as a subsystem, and I deal with it
> with the same consideration as navigation interfaces or e
alexis bory wrote:
> That's obvious, the 'game side' of FG will progress only if it keep
> being a benefit for the whole thing.
[...]
> It's also as a modeler that I think it's worth to work on crash
> rendering, I know that it hasn't any sense in a training simulator but
> it won't weigth down
Martin Spott a écrit :
> So if you intend to alter the layout of keyboard controls, please
> don't forget that the most prominent keys should still remain
> reserved for operating the aircraft itself and not for weapon
> systems.
That's obvious, the 'game side' of FG will progress only if it k
Didier Fabert wrote:
> Civilian: The project is primarily aimed at civilian ?ight simulation. It
> should be appropriate for simulating general aviation as well as civilian air-
> craft. Our long-term goal is to have FlightGear FAA-approved as a ?ight
> training device. To the disappointment of s
Le samedi 16 décembre 2006 17:34, Martin Spott a écrit :
> alexis bory wrote:
> >The second problem I would like to address is to permit the modeling
> > of rather complex weapons system. Most modern warbirds have a bunch off
> > controls related to weapons, and at least several triggers on the
alexis bory wrote:
>The second problem I would like to address is to permit the modeling
> of rather complex weapons system. Most modern warbirds have a bunch off
> controls related to weapons, and at least several triggers on the stick,
> often there are some more on the throttle. We haven
* alexis bory -- Saturday 16 December 2006 15:13:
> controls.trigger() is not used in aircrafts, but overwritten by MiG15 [...]
Which is perfectly fine. See below.
> - some use ',' as a gun/missile trigger depending of the variant choosed
> (bo105).
Yes, but that's only the half truth.
It's
Hi,
In order to choose the more convenient settings for triggering
different weapons like gun, missiles, bombs, I did a short survey about
the different choices allready made by some aircraft developpers.
The main concern is to provide an 'out of the box' weapons input
system for thos
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