Ampere K. Hardraade wrote:
On January 5, 2005 08:09 am, Erik Hofman wrote:
It works for me (on IRIX) and I don't see any artefacts so far, but I
don't see any framerate improvement neither. Should I - or which
improvement does the patch bring to FlightGear ?
It should fix the "see panel through fus
Jon Stockill wrote:
I'm continually amazed by the talents of all involved, and the number of
people out there lurking on the mailing lists who pop up at just the
right moments with the kind of knowledge and resources that'll ensure
FlightGear just continues to get better and better.
Yeah, never
Hello again,
although my free time has been in short supply recently, I've been
plodding on with some Blender models. I've noticed a lot of the
tutorials available for blender use sub-surf techniques to get smooth
results on curvy forms like cars and aircraft. Can this be used for
FGFS models whi
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Jon Stockill schrieb:
> While messing around with my scripts for inserting objects into the
> scenery (it's now all database driven, with numerous datasets imported)
> I decided I could do with a few landmarks. Here's a couple of views of
> the first,
[EMAIL PROTECTED] schrieb:
> Thanks Christian and Chuck,
>
> I think Linux would be the most direct but my comfort level
> diminishes rapidly.
Nowadays Linux is much more userfriendly than what people think.
But I can understand that you'll only want to tackle one "problem" at once.
> I would
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Arnt Karlsen schrieb:
>>Zip files are everywhere, we aren't going to get sued for using them,
>
>
> ..no? ;-) Never heard of The SCO Group and Microsoft?
> http://www.groklaw.net/article.php?story=20041228040645419 or
> http://www.groklaw.net/stati
Erik Hofman wrote:
> Martin Spott wrote:
>> It works for me (on IRIX) and I don't see any artefacts so far, but I
>> don't see any framerate improvement neither. Should I - or which
>> improvement does the patch bring to FlightGear ?
>
> It should fix the "see panel through fuselage" problem. At
On Thursday 06 Jan 2005 11:34, Martin Spott wrote:
>
> http://document.ihg.uni-duisburg.de/bitmap/FGFS/PC7_01.jpg
>
> The DHC2-panel looks correct, though, not only on the OpenGL 'reference
> implementation':
>
> http://document.ihg.uni-duisburg.de/bitmap/FGFS/DHC2_02.jpg
>
> Martin.
I can se
Am Donnerstag 06 Januar 2005 12:16 schrieb Christian Mayer:
> Jon Stockill schrieb:
> > While messing around with my scripts for inserting objects into the
> > scenery (it's now all database driven, with numerous datasets imported)
> > I decided I could do with a few landmarks. Here's a couple of v
On Thursday 06 Jan 2005 11:43, Thomas FÃrster wrote:
> I've begun some scenery work for the Berlin area. I'd like to see some
> place/db where you could upload models and coordinates, which creates
> corresponding .stg files.
I've also made a start on some UK city and airfield scenery.
I was won
Dave Martin wrote:
> On Thursday 06 Jan 2005 11:34, Martin Spott wrote:
>> http://document.ihg.uni-duisburg.de/bitmap/FGFS/DHC2_02.jpg
>
> I can see texture errors on the DI and TC (the face textures) in your
> screenshot of the Beaver.
Ah, I see, these actually look sane on the SGI. But at l
Christian Mayer wrote:
> PS: If anybody is wondering why I've got so much time to answer mails:
> when you are working on your master thesis you've got time for
> everything but the stuff you should actually do...
I think this is common in Germany, because actually you are paid for
everything but
Dave Martin wrote:
> I was wondering about setting up a collaborative repository for this. (I can
> get vhost accounts on the cheap with a fair ammount of bandwidth).
I think the missing of exactly such a repository is the main obstacle
for collecting such data. I'd be willing to provide an anon
Martin Spott wrote:
> I think the missing of exactly such a repository is the main obstacle
> for collecting such data. I'd be willing to provide an anonymous FTP
> upload directory and maintain a collection of everything that arrives
> there - at least one thing where I could serve the community.
On Thursday 06 Jan 2005 12:54, Martin Spott wrote:
> Martin Spott wrote:
> > I think the missing of exactly such a repository is the main obstacle
> > for collecting such data. I'd be willing to provide an anonymous FTP
> > upload directory and maintain a collection of everything that arrives
> > t
Christian Mayer wrote:
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Jon Stockill schrieb:
While messing around with my scripts for inserting objects into the
scenery (it's now all database driven, with numerous datasets imported)
I decided I could do with a few landmarks. Here's a couple of views
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Thomas FÃrster schrieb:
>>PS: For Bavaria you can get the official 1:5 (or is it even 1:25000)
>>maps and air pictures for free from the net. But they are only in pixel
>>format (not vector format) and the UI isn't that great to do some
>>"harvest
Dave Martin wrote:
On Thursday 06 Jan 2005 11:43, Thomas FÃrster wrote:
I've begun some scenery work for the Berlin area. I'd like to see some
place/db where you could upload models and coordinates, which creates
corresponding .stg files.
I've also made a start on some UK city and airfield scener
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Martin Spott schrieb:
> Christian Mayer wrote:
>
>
>>PS: If anybody is wondering why I've got so much time to answer mails:
>>when you are working on your master thesis you've got time for
>>everything but the stuff you should actually do...
My thes
Dave Martin wrote:
> Although I'm a bit dubious about it being anonymous access :-/
I have had an anonymous FTP 'incoming' directory on this server for
serveral years now and experienced very little abuse. Files that I
can't connect to something useful and legal are being removed from time
to tim
Martin Spott wrote:
I'd suggest that contributions should consist of any sort of archive
files that contain everything which is necessary to define the object
and it's location like
e000n50/e006n51/3056458.stg
plus:
e000n50/e006n51/EDLN.btg.gz
for EDLN. I'm convinced I'll find a way to mer
Jon Stockill wrote:
> Just let me know the areas you're interested in.
Europe ? ;-))
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
--
___
Martin Spott wrote:
Jon Stockill wrote:
Just let me know the areas you're interested in.
Europe ? ;-))
Which scenery tarballs? I'll get them downloaded, and get on with
processing the terrain elevation for the navaids straight away - more
detail can be added as people find me info to import.
I unfortunately do not have an FTP server
or the like to make my version of the source code available to you. But since
you have some time, I could simply e-mail you the source code that I have built
along with some simple setup instructions. Collectively, the source code
for all of the p
On Thu, 6 Jan 2005 09:26:58 +, Matthew Law <[EMAIL PROTECTED]> wrote:
> Hello again,
> although my free time has been in short supply recently, I've been
> plodding on with some Blender models. I've noticed a lot of the
> tutorials available for blender use sub-surf techniques to get smooth
>
Jon Stockill wrote:
> It's not easy to update an airport like that, since the airport model
> requires a suitably sized/shaped hole in the terrain. This works well
> for objects sitting *on* the terrain though, with 1 slight limitation -
> if 2 people are working on different airports in the sa
I know you had mentioned MSVC++ as your
desired path. I’m using v.6.0, but I have heard from some that it
is easier to build with Visual C++ .NET (or v.7). There are some threads
in last month’s mailing list archive that discuss building with the .NET
version along with links to establi
Martin Spott wrote:
Jon Stockill wrote:
It's not easy to update an airport like that, since the airport model
requires a suitably sized/shaped hole in the terrain. This works well
for objects sitting *on* the terrain though, with 1 slight limitation -
if 2 people are working on different airpor
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Jon Stockill schrieb:
> Martin Spott wrote:
>
>> Jon Stockill wrote:
>>
>>
>>> Just let me know the areas you're interested in.
>>
>>
>>
>> Europe ? ;-))
>
>
> Which scenery tarballs? I'll get them downloaded, and get on with
> processing the terra
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Chuck Cole schrieb:
> I unfortunately do not have an FTP server or the like to make my version
> of the source code available to you. But since you have some time, I
> could simply e-mail you the source code that I have built along with
> some simple
I googled around on the subject and I believe that the sub-surface version
of the model is only a kind of visual thing done inside blender. The
objects within the model itself remain in their lower poly form through out.
I've just thought that I might be able to get a really nice smooth but
hig
Quoting Christian Mayer:
> Chuck Cole schrieb:
> > I unfortunately do not have an FTP server or the like to make my version
> > of the source code available to you. But since you have some time, I
> > could simply e-mail you the source code that I have built along with
> > some simple setup instr
Christian Mayer wrote:
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Jon Stockill schrieb:
Martin Spott wrote:
Jon Stockill wrote:
Just let me know the areas you're interested in.
Europe ? ;-))
Which scenery tarballs? I'll get them downloaded, and get on with
processing the terrain elevation f
> I was asking just for a documention how you set up MSVC++ so that it
> compiles FGFS. That would be a nice HOWTO for other developers (we get a
> request for that every few months)
Agreed, I think that would be a nice thing to have. I know that I would
have liked it when I built it :)
Now, I j
Jon Stockill wrote:
> Well David Luff is already collecting airport updates on his taxidraw
> site, and as far as I know the 0.9.7 Scenery already includes all those
> updates. The advantages of objects sitting on the scenery is that they
> can be easily updated independantly of the terrain, an
On Thu, 6 Jan 2005 14:36:57 +, Matthew Law <[EMAIL PROTECTED]> wrote:
> I've just thought that I might be able to get a really nice smooth but
> higher poly model by using nurbs surfaces to model half of the fuselage,
> say. Then I'll convert it to a mesh and duplicate, mirror and join it
> t
Martin Spott wrote:
Exactly this was my intention, I didn't aim at reinventing David's
wheel (TM ;-))
Apparently you don't want me to collect and distribute such objects and
I won't urge you to leave this work to me I actually just made an
offer. Feel free to use it or not,
My apologies - I
On Thursday 06 January 2005 15:36, Matthew Law wrote:
> I googled around on the subject and I believe that the sub-surface version
> of the model is only a kind of visual thing done inside blender. The
> objects within the model itself remain in their lower poly form through
> out.
I also thought
* David Megginson <[EMAIL PROTECTED]> [2005-01-06 15:00]:
> I experimented with stuff like that early on, but in the end, I found
> the most success just building my meshes by hand. For the fuselage, I
> usually start with a mesh square in front view, then I split edges and
> move vertices until I
Quoting Roy Vegard Ovesen :
> On Thursday 06 January 2005 15:36, Matthew Law wrote:
> > I googled around on the subject and I believe that the sub-surface version
> > of the model is only a kind of visual thing done inside blender. The
> > objects within the model itself remain in their lower pol
TaxiDraw-0.3.0 is now released. It can be found at
http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.
The brief changelog is as follows:
***
* libcurl is used for download instead of relying on the presence of wget.
* Downloaded USGS images are used as multiple tiles in
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Jon Stockill schrieb:
>> I can look up a few positions of objects. What format do you need?
>> Lat/Lon?
>
>
> Just lat/lon, a heading (if appropriate) and the model you want inserted
> at that point (obviously if it's not a standard one form the Mode
(files are under 250k each):
http://flightgear.stockill.org.uk/testing/FGFS-Models-20050106.tgz
http://flightgear.stockill.org.uk/testing/FGFS-Objects-Europe-20050106.tgz
The first should be unpacked in your FG_ROOT directory, and will add an
extra subdirectory to the models directory, the secon
Can anyone who flies in the US tell me how prolific windsocks at GA
airports actually are. Currently we get one at each end of the runway by
default in the airport data, but I'm wondering if that's generally
overkill? If an airport has a segmented circle (nicely visible from aerial
photos) is tha
David Luff wrote:
Can anyone who flies in the US tell me how prolific windsocks at GA
airports actually are. Currently we get one at each end of the runway by
default in the airport data, but I'm wondering if that's generally
overkill? If an airport has a segmented circle (nicely visible from aer
On Thu, 06 Jan 2005 13:21:36 +
Jon Stockill wrote:
>
> I can position all the navaids for you if you like. If you have any
> lists of object positions (I've got lighthouses, wind farms, power
> stations, radio masts, and Ordnance Survey triangulation points in the
> database so far - but th
"David Luff" wrote:
> TaxiDraw-0.3.0 is now released. It can be found at
> http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.
Thanks, David, this release apperars to be very 'handsome' !
Here are 'your' binaries:
ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/README.strange-binaries
ftp://ft
I've just tried out your objects - specifically the hangars at Church Fenton.
I think they may need fixing
.after a 450kt knife-edge low pass between them in the Hunter
http://www.cyfinity.com/fgfs/lowpass.jpg (sorry couldn't resist) ;-)
Seriously, the hangars look great - the door
On Thu, 6 Jan 2005 13:13:19 +, Dave wrote in message
<[EMAIL PROTECTED]>:
>
> Theres a great potential for abuse (don't forget e:mail will be listed
> in the FG Dev list archive.)
..those can be shown there as graphics rather than text etc.
--
..med vennlig hilsen = with Kind Regards from
Jon Stockill wrote:
> [...] If you've got a database handy I can send you a
> dump of the database I have so far.
Are you talking about a database containing locations of already
existing scenery objects ? I think if we use a database for maintaining
object positions around the world we also sho
On Thu, 06 Jan 2005 16:20:02 +, David Luff
<[EMAIL PROTECTED]> wrote:
> Can anyone who flies in the US tell me how prolific windsocks at GA
> airports actually are. Currently we get one at each end of the runway by
> default in the airport data, but I'm wondering if that's generally
> overkil
Chris Metzler wrote:
Jon, are you agreeable to getting this stuff into the downloadable
scenery (that is, putting the models into the data tree and making their
placement part of the TerraGear/scenery generation process)? Curt, are
you? It would be cool to have this stuff in the scenery.
There is
> Can anyone who flies in the US tell me how prolific windsocks at GA
> airports actually are. Currently we get one at each end of the runway by
> default in the airport data, but I'm wondering if that's generally
> overkill? If an airport has a segmented circle (nicely visible from aerial
> phot
Dave Martin wrote:
I've just tried out your objects - specifically the hangars at Church Fenton.
I think they may need fixing
.after a 450kt knife-edge low pass between them in the Hunter
http://www.cyfinity.com/fgfs/lowpass.jpg (sorry couldn't resist) ;-)
Seriously, the hangars look gr
Jon Stockill writes:
>
> Yes, they do need fixing - I can see terrain through the furthest hangar
> where you're looking through the mesh of the door runners. Anyone know
> how to fix this? Is it just an object ordering problem?
Probably you are only using one-sided polygons and the walls are
On Thu, 06 Jan 2005 18:30:15 +0100
Erik Hofman wrote:
>
> Chris Metzler wrote:
>
> > Jon, are you agreeable to getting this stuff into the downloadable
> > scenery (that is, putting the models into the data tree and making
> > their placement part of the TerraGear/scenery generation process)?
> >
On Thu, 6 Jan 2005 17:24:02 +, Dave wrote in message
<[EMAIL PROTECTED]>:
>
> .after a 450kt knife-edge low pass between them in the Hunter
> http://www.cyfinity.com/fgfs/lowpass.jpg (sorry couldn't resist) ;-)
..do we model making skidmarks on hangar walls? ;-)
--
..med vennlig hils
On Thursday 06 January 2005 09:26, Matthew Law wrote:
> Hello again,
> although my free time has been in short supply recently, I've
> been plodding on with some Blender models. I've noticed a lot
> of the tutorials available for blender use sub-surf techniques
> to get smooth results on curvy for
On Thu, 6 Jan 2005 19:39:26 +0100, Arnt wrote in message
<[EMAIL PROTECTED]>:
> On Thu, 6 Jan 2005 17:24:02 +, Dave wrote in message
> <[EMAIL PROTECTED]>:
> >
> > .after a 450kt knife-edge low pass between them in the Hunter
> > http://www.cyfinity.com/fgfs/lowpass.jpg (sorry couldn't
David Megginson said:
> On Wed, 05 Jan 2005 12:58:57 -0800, Alex Romosan
> <[EMAIL PROTECTED]> wrote:
>
> > i see the same thing (instruments are holes in the panel on the dhc2)
> > on linux/nvidia with the latest plib from cvs.
>
> Are you running at 16 bpp or 24 bpp?
>
I thought of that too
Hi Folks,
I just tried out the latest prerelease of FlightGear for a stretch test, by
taking the 747 on a trip halfway around the world, from EHAM to WSSS. I
deleted all the scenery and ran the accompanying version of terrasync to
fetch the latest scenery. I appears that a large chunk of the sc
On Thursday 06 Jan 2005 19:31, Arnt Karlsen wrote:
> On Thu, 6 Jan 2005 19:39:26 +0100, Arnt wrote in message
>
> <[EMAIL PROTECTED]>:
> > On Thu, 6 Jan 2005 17:24:02 +, Dave wrote in message
> >
> > <[EMAIL PROTECTED]>:
> > > .after a 450kt knife-edge low pass between them in the Hunter
>
On Thursday 06 January 2005 20:56, Durk Talsma wrote:
> the new scenery should really be 0.9.8. (if I understand the terrasync
Hmm, okay, I guess that should be 0.9.7...
I also should have mentioned that FlightGear ran perfectly for the duration of
the trip (although I left it running unattende
...When checking out the new release...
Out of the box it won't build if you do a "./configure --enable-sdl"
This is because programs in tests/ still require
You can "cd src/" and "make" and it will build fgfs and metar ok.
--
Also anyone noticed that the keypad won't do numbers with SDL but
In a message dated 1/6/2005 9:16:31 AM Eastern Standard Time,
[EMAIL PROTECTED] writes:
I
unfortunately do not have an FTP server or the like to make my version
ofthe source code available to you. But since you have some time, I
couldsimply e-mail you the source code that I have built
Durk Talsma wrote:
Hi Folks,
I just tried out the latest prerelease of FlightGear for a stretch test, by
taking the 747 on a trip halfway around the world, from EHAM to WSSS. I
deleted all the scenery and ran the accompanying version of terrasync to
fetch the latest scenery. I appears that a lar
> Durk, I haven't made the whole world of 0.9.[78] available via terrasync
> quite yet. I need to shuffle some things on the server to free up
> enough disk space to do it.
>
> Best regards,
>
> Curt.
Ah, gotcha.
Thanks,
Durk
___
Flightgear-devel m
I have actually found a genuine problem.
The Humber bridge appears to be sitting on the North bank and pointing roughly
100deg.
http://www.cyfinity.com/fgfs/hbridge.jpg
I'm running scenery 0.9.7 if that is an issue?
Dave Martin.
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FYI
http://infothecary.org/jordan/mailman.html
Norman
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2f585eeea02e2c79d7b1d8c4963bae2d
Jon Stockill
>
> Yes, they do need fixing - I can see terrain through the furthest hangar
> where you're looking through the mesh of the door runners. Anyone know
> how to fix this? Is it just an object ordering problem?
>
Probably. I've sent you a modified version off-list with separate object
On Thursday 06 January 2005 22:49, Vivian Meazza wrote:
> Jon Stockill
>
> > Yes, they do need fixing - I can see terrain through the furthest hangar
> > where you're looking through the mesh of the door runners. Anyone know
> > how to fix this? Is it just an object ordering problem?
>
> Probably.
Dave Martin wrote:
I have actually found a genuine problem.
The Humber bridge appears to be sitting on the North bank and pointing roughly
100deg.
http://www.cyfinity.com/fgfs/hbridge.jpg
I'm running scenery 0.9.7 if that is an issue?
There's the possibility that I didn't set the rotation on it -
On Thursday 06 January 2005 18:43, Jon Stockill wrote:
> Dave Martin wrote:
> > I've just tried out your objects - specifically the hangars at Church
> > Fenton.
> >
> > I think they may need fixing
> >
> >
> >
> >
> > .after a 450kt knife-edge low pass between them in the Hunter
> > http:/
Roy Vegard Ovesen wrote:
Also, if it is supposed to be able to taxi inside the hangar then the roof
should be double sided and the back of the doors should be properly textured.
If not then the walls don't need to be double sided and there is no need for
a floor.
I had considered doing a version
When using the 2D panel, it appears that the view window to the outside world
gets shifted up and down depending on whether the panel is visible or not (try
viewing slightly left or right and then back straight again to see it). This
appears to be done without changing the position of the eyepo
On Thursday 06 Jan 2005 22:47, Roy Vegard Ovesen wrote:
> If you look very closely at Dave's screenshot you will see that the hangar
> that the gantry "belongs" to is visible through it. It is only the other
> hangar that becomes invisible through the gantry. So there is nothing wrong
> with the h
On Thu, 6 Jan 2005 20:06:35 +, Dave wrote in message
<[EMAIL PROTECTED]>:
> On Thursday 06 Jan 2005 19:31, Arnt Karlsen wrote:
> > On Thu, 6 Jan 2005 19:39:26 +0100, Arnt wrote in message
> >
> > <[EMAIL PROTECTED]>:
> > > On Thu, 6 Jan 2005 17:24:02 +, Dave wrote in message
> > >
> > > <
Arnt Karlsen wrote:
..so slow down, these guys used PT19's. ;-)
The alternative is to keep the gear up, and I'll do a model with *all*
the doors open :-)
--
Jon Stockill
[EMAIL PROTECTED]
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Hi all , I designed the Beaver and had the same problem with gauges
vanishing when I installed CVS plib.
It is done in Blender , and the reason some parts disappear is they are
parented together. ie... all cockpit components are grouped together so
you can unselect 'cabin', and everything pa
On January 6, 2005 04:49 pm, Vivian Meazza wrote:
> > Yes, they do need fixing - I can see terrain through the furthest hangar
> > where you're looking through the mesh of the door runners. Anyone know
> > how to fix this? Is it just an object ordering problem?
>
> Probably. I've sent you a modifie
Alan Buis (818) 354-0474
Jet Propulsion Laboratory, Pasadena, Calif.
Gretchen Cook-Anderson (202) 358-0836
NASA Headquarters, Washington, D.C.
Howard Cohen (301) 227-3105
National Geospatial-Intelligence Agency, Bethesda, Md.
News Release: 2005-004
Jan. 6, 2005
NASA Goes Down Under for Shuttl
Has anyone thought about creating a program that can generate bridges from a
database automatically?
A lot of time can be saved with such program, and alignment problems like this
will less likely to happen.
Ampere
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F
Whoops, wrong thread. I was replying to this:
http://mail.flightgear.org/pipermail/flightgear-devel/2005-January/033500.html
Ampere
On January 6, 2005 10:32 pm, Ampere K. Hardraade wrote:
> Has anyone thought about creating a program that can generate bridges from
> a database automatically?
>
Here's a pretty much fixed version of the float plane model:
http://www.spiderbark.com/fgfs/dhc2f.ac.gz
The basic problem with the ac file is that model's data sets were being
defined with both vertices and kids. Unfortunately I don't think the ac3d
file spec itself explicitly says that a given o
On Wed, 05 Jan 2005 21:32:41 +0800
Innis Cunningham wrote:
>
> Hi All
>
> Has anyone else noticed that the airspeed display and
> the altitude display go to all zero's when the aircraft nose
> goes below the horizon in FG 9.6.Also on T/O roll on 28R at KSFO they
> go to zero when the A/C gets to a
Syd said:
> Hi all , I designed the Beaver and had the same problem with gauges
> vanishing when I installed CVS plib.
> It is done in Blender , and the reason some parts disappear is they are
> parented together. ie... all cockpit components are grouped together so
> you can unselect 'cabin
David Luff said:
> When using the 2D panel, it appears that the view window to the outside
world gets shifted up and down depending on whether the panel is visible or
not (try viewing slightly left or right and then back straight again to see
it). This appears to be done without changing the posi
Just a question to all...
After the issue with the dhc-2 panel , should I be modelling for the
latest plib?
The ' drawing order ' of objects with transparent textures is different
...so the .ac files have to be modified ... if that makes sense. I
haven't found a way to make the models display c
On Tue, 4 Jan 2005 19:48:27 +0200
Paul Surgeon wrote:
>
> It would be really nice if the level of development was listed as well
> as a brief description about the aircraft.
> That would help people decide whether they really want to download the
> aircraft or not.
>
> For example :
> ---
On Wed, 05 Jan 2005 10:17:53 -0600
Curtis L. Olson wrote:
>
> Looking forward to 2005 there are a few things I hope we can accomplish.
>
> 1. I'd really like to do a version 1.0 release.
Other than bug fixes, what would this be like? IOW, what's missing from
the feature set a 1.0 release would h
Chris Metzler writes
On Wed, 05 Jan 2005 21:32:41 +0800
Innis Cunningham wrote:
>
> Hi All
>
> Has anyone else noticed that the airspeed display and
> the altitude display go to all zero's when the aircraft nose
> goes below the horizon in FG 9.6.Also on T/O roll on 28R at KSFO they
> go to zero
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