John Wojnaroski a écrit :
Curtis L. Olson wrote:
John Wojnaroski wrote:
Hi Curtis,
When you have a moment. I may have sent this to you yesterday from
one of my other machines, but can't find a copy. If a dup, my
apologies.
In file included from ../../src/Cockpit/panel.hxx:50,
fr
Frederic Bouvier wrote:
I tried the patch below with MSVC and it also compiles without any
problem, so if it works with gcc 3.x and other compilers, I am to apply it.
It works for the MIPSpro compiler, so I've committed this patch.
Erik
___
Flightgear-d
> Here are a few ideas:
>
> - we could extend fgrun (to add such features as flight planning, AI
> objects editing),
>
> - we could create another app, which would be meant to communicate with
> FlightGear in realtime (probably via the telnet interface), something
> more elaborate than the http int
Dave Martin wrote:
> Here we are: (screenshots)
Well, after looking at the first shot:
> http://www.cyfinity.com/fgfs/c172p1.jpg
I thought: Oh, how nice, someone added a C150 to the hangar, but
after looking at the last one:
> http://www.cyfinity.com/fgfs/c172p7.jpg
I am pretty much
Thomas Förster wrote:
I also thought about this as an option for a GUI. The main advantage would be
that this approach ensures there's no GUI code in FG and there is a well
designed API/Protocol to it. Writing alternative GUI's should be easy using
that API/Protocol. Having the GUI seperated als
Jon Stockill wrote:
Thomas Förster wrote:
I also thought about this as an option for a GUI. The main advantage
would be that this approach ensures there's no GUI code in FG and
there is a well designed API/Protocol to it. Writing alternative
GUI's should be easy using that API/Protocol. Having t
Curtis L. Olson wrote:
Jon Stockill wrote:
Thomas Förster wrote:
I also thought about this as an option for a GUI. The main advantage
would be that this approach ensures there's no GUI code in FG and
there is a well designed API/Protocol to it. Writing alternative
GUI's should be easy using that
> The only issue is that for single PC, home users who aren't immensely
> computer savey, starting up multiple apps concurrently can be a bit
> tricky ... especially in a multiplatform / portable context.
Wrap that in a script/launcher app/... KDE starts some 10-15 apps/demons on
initialization,
Am Montag 20 Dezember 2004 13:08 schrieb Curtis L. Olson:
> Jon Stockill wrote:
> > Thomas Förster wrote:
> ...
> For what it's worth, I think that some sort of minimal built in gui for
> FG is still a good idea. FG already provides a lot of support for
> developing an external gui (i.e. for an op
Dave Martin wrote:
> Many of you are probably aware that the EU Council is trying to press through
> a draconian directive on EU software patents on Tuesday during a meeting of
> the Agriculture and Fisheries commision of all things.
It's good to mention this topic - fortunately we still have ye
I am led to understand that the EU Parliament can only vote down elements of
the proposal at the second hearing if this is allowed at the Fisheries
commission meeting - is this correct.
It is pleasing to see that there are already over 1,700 signatories to the
support wiki. When I signed late l
Dave Martin wrote:
> I am led to understand that the EU Parliament can only vote down elements of
> the proposal at the second hearing if this is allowed at the Fisheries
> commission meeting - is this correct.
Hmmm, I wouldn't bet on this but my understanding is that parliament
can vote against
On Monday 20 Dec 2004 09:58, Martin Spott wrote:
> Dave Martin wrote:
> > Here we are: (screenshots)
>
> Well, after looking at the first shot:
> > http://www.cyfinity.com/fgfs/c172p1.jpg
>
> I thought: Oh, how nice, someone added a C150 to the hangar, but
>
> after looking at the last one:
>
Since there are so many talented 3D modellers around the project now,
I've put online the Blender source for the mostly crude 3D models I've
developed. Note that this is not, yet, a permanent location; I'll
think of a better URL later, or better yet, we'll set up a directory
on the main FlightGear
> From: "Curtis L. Olson" <[EMAIL PROTECTED]>
> Reply-To: FlightGear developers discussions <[EMAIL PROTECTED]>
> Date: Mon, 20 Dec 2004 06:08:51 -0600
> To: FlightGear developers discussions <[EMAIL PROTECTED]>
> Subject: Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45
>
>
Thomas Förster wrote:
Is there documentation on this (writing external UI's) somewhere?
Thomas,
There's no specific documentation, but what I did was leverage the
"telnet" interface which gives you a convenient way to interact with the
FG property system. It's relatively "low bandwith" but th
On Monday, 20 December 2004 14:08, Curtis L. Olson wrote:
> For what it's worth, I think that some sort of minimal built in gui for
> FG is still a good idea. FG already provides a lot of support for
> developing an external gui
It still needs a bit of work though.
One cannot change the aircraft
Just had a go at my first building.
Its a (not too accurate) rendition of the tower at Wellesbourne Mountford
(EGBW)
The tower consists of 2 container units stacked on top of each other and a
glass house.
My go: http://www.cyfinity.com/fgfs/welltower.jpg
http://www.cyfinity.com/fgfs/welltower2
Hey All,
Are there step-by-step instructions on how to build the FlightGear
source using Visual Studio? I've been fighting with this build all
weekend, and am getting nowhere. I finally got all of the libraries
and headers in the right places, and now it returns thousands of
"invalid external sy
Paul Surgeon wrote:
It still needs a bit of work though.
One cannot change the aircraft or location at the moment through an external
app.
You can't change aircraft through the internal or external gui right
now. You can change position just fine, as well as setup things like 7
mile final, o
Andy messier wrote :
Hey All,
Are there step-by-step instructions on how to build the FlightGear
source using Visual Studio? I've been fighting with this build all
weekend, and am getting nowhere. I finally got all of the libraries
and headers in the right places, and now it returns thousands of
Frederic Bouvier a écrit :
Andy messier wrote :
Hey All,
Are there step-by-step instructions on how to build the FlightGear
source using Visual Studio? I've been fighting with this build all
weekend, and am getting nowhere. I finally got all of the libraries
and headers in the right places, and n
Ok, I downloaded FG-ProjectFiles-msvc71 (I have version 7.1). Now,
when I download the FlightGear source, should I REPLACE the
FG-ProjectFiles-msvc71\FlightGear\cvs\FlightGear directory with the
source, or put the source inside this directory? Same with SimGear
and plib? I can't find any instruc
Andy messier wrote :
Ok, I downloaded FG-ProjectFiles-msvc71 (I have version 7.1). Now,
when I download the FlightGear source, should I REPLACE the
FG-ProjectFiles-msvc71\FlightGear\cvs\FlightGear directory with the
source, or put the source inside this directory? Same with SimGear
and plib? I c
I haven't overwritten any files...I'm just trying to understand what
goes where. I have a directory structure called
FG-ProjectFiles-msvc71, which does not contain the FlightGear source.
I have another directory, which I downloaded separately, called
Flightgear-0.9.6. Where do I put it? Should
Adam Dershowitz wrote:
> But cross platform support gets more difficult. This is somewhat
> demonstrated by the issues that someone is having right now getting fgrun to
> compile and build.
Well, David Luff has proven that cross-platform-portability is not a
miracle, his "TaxiDraw" compiles at l
I think the existing external telnet access is an excellent feature.
It would be nice to put some effort into making the underlying code
more efficient so that the simulator doesn't mind it being used a lot.
On a separate note, I propose the following feature (if not present):
1. A command on the
I realize that. I just meant that the more the source code forks into
different applications the harder it will be to keep it all working across
platforms. Each person who is working on their own particular app. Will
make sure that it works on their own platform. While if there is one
"FlightGea
On Mon, 20 Dec 2004 13:04:47 -0600
Curtis L. Olson wrote:
> That certainly sounds doable, although the particular details of how to
> launch, and kill, and detect if the child process is running will
> probably vary wildly from platform to platform.
The only OS where I could do it would be Lin
Drew a écrit :
I haven't overwritten any files...I'm just trying to understand what
goes where. I have a directory structure called
FG-ProjectFiles-msvc71, which does not contain the FlightGear source.
I have another directory, which I downloaded separately, called
Flightgear-0.9.6. Where do I p
I'm getting the following errors (most of them several times)
Cannot open include files:
FL/Fl.h
FL/Fl_File_Chooser.h
GL/glut.h
plib/ssg.h
sg.h
Cannot open source files:
.\majik_demo.cxx
.\simgear\scene\sky\clouds3d\camdisplay.cpp
.\src\AIModel\AICarrier.cxx
.\src\AIModel\submodel.cxx
.\src\Coc
On 12/18/04 at 7:15 PM Dave Martin wrote:
>While you're there, is there any chance of a magneto-related performance
>loss?
>
>ie: when you run left mags only you get a power loss.
>
>Cheers :)
>
Hmm, I thought I already had, but it seems I'm mistaken. It's in the
LaRCsim code (IO360.cxx), but
I've just had a crown fitted to my tooth and I'm a bit off-song so I decided
to make a 'rip-down' version of the C172P that I was working on for
ground-static (pure scenery display).
I've made the model look near to the normal model in quality unless you go
right up and look closely (interior t
On 12/20/04 at 11:41 PM David Luff wrote:
>Of course, oversights like this would get picked up more easily if an
adept
>3D modeller added a magneto switch to the 3d C172
Oops, found it, bottom left!
and pa28-161 :-)
It is missing from that though.
Cheers - Dave
This message has been sc
> Hmm, I thought I already had, but it seems I'm mistaken. It's in the
> LaRCsim code (IO360.cxx), but never made it over to JSBSim's FGPiston.cpp.
> I believe I was gunning for about 25 rpm drop on one vs. two magnetos in
> the original code. I'll port it over...
>
Dave:
There are two active b
Drew wrote :
I'm getting the following errors (most of them several times)
Cannot open include files:
FL/Fl.h
FL/Fl_File_Chooser.h
FLTK 1.1.x, only needed to build fgadmin. Remove the project from the
solution if you don't want to build it
GL/glut.h
GLUT, mandatory
plib/ssg.h
sg.h
PLIB,
Hi Dave
Dave Martin writes
I've made the model look near to the normal model in quality unless you go
right up and look closely (interior textures, controls etc are gone) The
seats are still in but I've cropped a lot of vertices from the fusealage
and
wings and re-orientated the model nose-up to
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