I can't find this in the documentation and I'm not cool enough to find
it in the source. What does fgfs do with the archive attribute on tags
in a PropertyList?
Josh
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If you could define N multiple textures overtextures, you would get N^2
possible textures, which would really break up the patterns for a small
memory cost.
And while you're on the subject of "We should try", I've always wondered
about using multitextures with the top one off the ground. You c
Well, I can certainly see that aircraft's *pilot* being busy ...
Josh
Andy Ross wrote:
I wrote:
It's easy to see every model (maybe a few dozen around a busy
aircraft)
^
port
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B-36. And they are different types, 6 radials and 4 turbojets.
Josh
Lee Elliott wrote:
On Sunday 14 December 2003 22:55, David Culp wrote:
I've tried generating one with eight engines - can I just manually add
another couple of engine entries to the generated file or are there
other
Would it not make sense to determine a "visible range" attribute
automatically based on size? These issues may already be addressed by
some LOD systems anyway. Any LOD people out there? I do agree that
certain custom objects should have user defined priorities. I can't see
a computer determ
When I did this, I found I had to change three things:
1, this line has to reflect the number of modes you want:
2
2, you have to delete the modes that you don't want and
3, you have to renumber the ones that are left.
Josh
Brian Derr wrote:
On Sun, Dec 28, 2003 at 11:15:47AM -0800, Andy Ross
I just tried to get the latest CVS version to try this, and got this:
[EMAIL PROTECTED] plib-1.6.0]$ cvs
-d:pserver:[EMAIL PROTECTED]:/cvsroot/plib login
Logging in to :pserver:[EMAIL PROTECTED]:2401/cvsroot/plib
CVS password:
cvs [login aborted]: end of file from server (consult above messages i
the new ac3d supports. That or if it didn't join up
vertices that I purposely seperated to prevent smooth shading on that edge.
Josh
Paul Surgeon wrote:
On Sunday, 4 January 2004 15:38, Josh Babcock wrote:
I'm playing with this because I am designing an ac3d model in Blender,
and a
is this one differnt than the one at:
http://www.plausible.org/vertsplit/vertsplit2.tar.gz?
That's the one that I'm trying to apply now, without luck.
Josh
Andy Ross wrote:
Josh Babcock wrote:
I'm playing with this because I am designing an ac3d model in
Blender, and am having
Well, this download is working better, but it is complaining:
Makefile:315: *** missing separator. Stop.
I also had to move Makefile.am back into the base directory.
Josh
Andy Ross wrote:
Josh Babcock wrote:
is this one differnt than the one at:
http://www.plausible.org/vertsplit/vertsplit2
Well, I already changed the slop constatnt in my plib librarys to a much
smaller number, but for this application, I need something that will
work right with a clean flightgear install.
Josh
Jim Wilson wrote:
Josh Babcock <[EMAIL PROTECTED]> said:
The problem that I have is that
I didn't see anything in the archives about this, so I'll ask here. Is
there any good way to address the wheels on the left or the wheels on
the right? You can't use the numbers, because they change depending on
how many wheels the current aircraft has. I can't figure out how to
hook up an i
I guess that depends on the plane that I am flying at the time.
Josh
David Culp wrote:
I didn't see anything in the archives about this, so I'll ask here. Is
there any good way to address the wheels on the left or the wheels on
the right? You can't use the numbers, because they change dependin
What would those config changes tor YASim be? That sounds like
something that I could do.
Josh
Andy Ross wrote:
Josh Babcock wrote:
I didn't see anything in the archives about this, so I'll ask here.
Is there any good way to address the wheels on the left or the
wheels on
OK, I guess I'm just confused about the brake numbering. I was assuming
that brake[0] went with the leftmost wheel, and brake[1] went with the
next one to the right et cetra, and that when I hit "," the entry in
keyboard.xml literaly means "turn on the brake on wheel[0]". Looking at
a bunch o
and they compiled alright, but after rebuilding flightgear i didn't see
any changes.
Josh
Andy Ross wrote:
Josh Babcock wrote:
Well, this download is working better, but it is complaining:
Makefile:315: *** missing separator. Stop.
Which Makefile?
I also had to move Makefile.a
ssgCullAndDraw mistyped? That
FlightGear build came out of CVS last night, btw.
Josh
Curtis L. Olson wrote:
Josh Babcock writes:
Actually, I think that I nuked the base makefile by unzipping the patch
in that directory. That brings me back to the original problem, which
is that I can't
As to the topography, All of mars has been topographically mapped by
Global Surveyor at a resolution up to 230m. Vertical acuracy is about
1m. I don't know exactly how much has been mapped at the highest
resolution, but the data is freely available at
http://ltpwww.gsfc.nasa.gov/tharsis/data.
d FlightGear, everything is back
the way it was before. Something is definitely broken with the patch, it
is the only thing that I changed between the two builds. Is it possible
that I picked up a bug in FlightGear from CVS recently and the plib
patch is activating it?
Josh
Andy Ross wrote:
John Wojnaroski wrote:
Define 'level', if the wings are level, REALLY level, the rudder will
produce a torgue to turn the nose until the counter-acting moment
produced by beta is equal and there she'll stay, in a skid, but no
turning. In fact, as Dave noted, you have to cross control with the
I have my wheel set to zoom in view mode, and trim the elevator in
control mode. (or at least I did until I removed the mouse control mode
compltely). Pressing the MMB resets the zoom to default. I like it a
lot, I can zoom in on a small instrument, switch over to pointer mode
and click away, s
Should we reserve a set of keys to be used in aircraft-set files? We
already have Ctrl-B and C that I know of, and I'm working on a plane
that will have at least one aircraft specific control. Do we leave it
up to the code developers to know all of the aircraft so they don't step
on existing
I have a part in an .ac file taht refusees to be selected. If I
substitute another part in the select tags, it works fine but this part
doesn't animate. It doesn't seem to spin either FWIW. If anybody has
any ideas, let me know. It also seems not to surface-map for some reason.
Josh
Here's
Jim Wilson wrote:
Josh Babcock <[EMAIL PROTECTED]> said:
(Yeah, I said snip. What of it?)
You need to split that into more than one surface. There's a divide option on
the ac3d menu that works fine. Each object you want to animate must have >1
surface. This is just one
Is there a way to assign an instantaneous joystick button, but not have
the value jump directly from one value to another? Currently I have the
following code in my joystick file but it results in the brakes snapping
on and off. I wanted to get a smoother transition to be more realistic
in gr
Andy Ross wrote:
You need to mark the bindings repeatable. See the trim bindings for
examples.
Whoops. Typo, or cut-and-past-o I guess. That's what you get for coding
with the flu I. Now the brakes go on like I want, but I have the same
problem with them coming off. Apparently repeatable
Never mind. I just remembered interpolate. This works perfectly.
Josh
Left Brake
true
nasal
interpolate("/controls/gear/brake-left",
props.globals.getNode("/controls/gear/brake-left").getValue(), 0, 1,
0.1)
true
nasal
interpolate("/controls/gear/brake-left",
props.globals.getNod
I'm having problems with the LOD animations in a model I'm working on.
I am wondering if the value that is queried in the range type of
animation is exposed anywhere. I have looked, but can't find it in the
property tree. I am also unsure of where to find references to this in
the code. Can
tuff isn't appearing at close range. There
are other problems, but I'm trying to isolate stuff and deal with them
one by one.
Josh
Frederic Bouvier wrote:
Josh Babcock wrote:
I'm having problems with the LOD animations in a model I'm working on.
I am wondering if the value tha
-0.7
That should do the trick :)
David Megginson wrote:
Jim Wilson wrote:
Actually, it isn't that. It is just the location that the "camera"
points to.
You don't want it pointing at the nose. So add the entry below to the
external views in your xml wrapper that track the plane. The val
1
opaque-canopy
opaque-lwindow
opaque-rwindow
opaque-tailwindow
select
ngearassy
lgearassy
rgearassy
tailskid
gear/gear[0]/position-norm
0
select
bombassy
systems/weapons/bomb-door-pos
0
Frederic Bouvier wrote:
Josh Babcock wrote:
This is th
Frederic BOUVIER wrote:
Josh Babcock wrote:
I think the problem can be with your model. I think of two more points to check :
1. if your objects are included in a branch that is culled, they will not appear.
None of the 6 objects in the problem animation are members of any group
This has all got me thinking a bit. This subject seems to come up quite
a bit, and frankly I have found it a dificult problem too. In addition,
there are some related things that can get hard as well like placing the
wheels right on the ground, and getting the landing gear elements for
wingti
Vivian Meazza wrote:
I enter the loop in a shallow dive, 2nd stage boost on, 350 kts, pull baaack
the stick and the model rolls violently and does not enter the loop ...
Works fine in other models so it's not the obvious - the joystick. But I
expect I'm doing something wrong.
Yup. Specificall
There still seem to be problems with simgear/environment on the CVS
server. I'm not getting any of the files in that dir when I do a cvs
up. I had to dl them off the web server. Everything else seems to be
updating well though.
Josh
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Perhaps someone could try posting the story to Slashdot. It's not a big
one in the grand scheme of things, but they do love MS bashing,
especially when the victim is an open source type.
Josh
Jon Berndt wrote:
Holy ... !
JSBSim has been doing this for some time, now. I can't remember just ho
Ummm, maybe I should have checked /. before posting that, they ran the
story last night.
Unsend Unsend Unsend!
Josh
Jon Berndt wrote:
Holy ... !
JSBSim has been doing this for some time, now. I can't remember just how
long, We include XML scripts from other scripts. The claim that this is
pate
Actually, I'm pretty sure that with nasal and the animations we have we
can do exhaust cones right now. Just model a cone, assign it a
translucent, emmisive materiel and then use nasal to turn it on and
off. You can even make it get bigger and smaller with the animations.
Don't know how to do
Actually, I was thinking of playing with wing flexing with the model
that I am working on now, but I figured that I already had too many
bells and whistles. I was going to divide each wing into about four
sections and put them into a tree-like structure with all the engines,
etc hanging off th
Or just have a command that creates an object at a certain point with a
certain velocity vector and orientation.
Josh
Erik Hofman wrote:
Andy Ross wrote:
Running it under a separate "FDM" handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult
Personally, I think the nose VRP makes a lot of sense. I think people
are trying to make this a lot more complicated than it is. It's just a
simple solution to a small problem. I vote Yea.
Josh
Jon Berndt wrote:
I give up. Sort of.
I just want things to work out properly between the FDM an
Oh, yeah, that too.
Josh
Erik Hofman wrote:
Josh Babcock wrote:
Or just have a command that creates an object at a certain point with
a certain velocity vector and orientation.
I think you still need the moments to get a decent traject match
Alex Romosan wrote:
"Vivian Meazza" <[EMAIL PROTECTED]> writes:
In which case we could standardise, if standardise we must for minor
controls, on j/J/CTRL J for jettison, and k/K for spoilers. We will
soon run out of keys unless we are careful.
any capital letter requires both hands so
Martin Spott wrote:
2.) How do I engage the parking brake for the default aircraft from the
command line right from the beginning ?
Thanks,
Martin.
--prop:/controls/gear/brake-parking=1.0
You can also put this in your .fgfsrc, which is what I do.
Josh
Erik Hofman wrote:
David Luff wrote:
On 2/24/04 at 8:44 PM Erik Hofman wrote:
I have followed an AI Cessna once but I lost in when it literally
flew through a mountain, so I guess it is distance limited.
Well that's just great, the first person to notice that AI planes fly
though mountains co
Erik Hofman wrote:
David Megginson wrote:
Erik Hofman wrote:
I know that in Europe they recently added a requirement for collision
detection after two civilian aircraft hit each other when the ATC had
given inappropriate directions.
Is that a requirement for TCAS, or for something else in add
What drives gear/gear/position-norm? I can't seem to find any place in
the code where this is getting interpolated. I'm actually trying to
figure out how to change the speed that the gear retracts.
Josh
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Andy Ross wrote:
Josh Babcock wrote:
What drives gear/gear/position-norm? I can't seem to find any place
in the code where this is getting interpolated. I'm actually trying
to figure out how to change the speed that the gear retracts.
For YASim aircraft, this is a configuration iss
[EMAIL PROTECTED] wrote:
Curts,
I am trying to undestand the aircraft development.
I started reading the UFO design, I read ufo.cxx and I would like to know if
there is a tool to change the UFO model.
Regards,
Carlos Renato
I always wondered why LOD is generally calculated based on distance in
David Luff wrote:
On 3/16/04 at 9:50 PM Curtis L. Olson wrote:
In the next couple weeks I'd like to start moving seriously towards our
next release. There are probably many things that could stand to be
tweaked and polished but two related items jump out at me tonight.
1. I'm growing less ent
Jon Berndt wrote:
For JSBSim some of us are thinking of release notes for each aircraft flight
model we have available. This would describe notes on the flight model,
sources, mention the 3D model (or lack of one), and flight hints, etc.
(P-Factor, what's modeled, what's not).
I think that generall
Josh Babcock wrote:
Are we going to keep the old functionality laying around so all the
power hungry cui jockeys can do this:
Sorry, that's cli.
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Jon S Berndt wrote:
On Wed, 17 Mar 2004 11:19:36 -0500
Josh Babcock <[EMAIL PROTECTED]> wrote:
What I want to know is: where is the NCC-1701D !?
:-)
Jon
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Melchior FRANZ wrote:
* Martin Spott -- Friday 26 March 2004 15:37:
Ha, there is a funny effect: Did you ever fly a loop which shadowing
enabled ? When I do this, I see the shadow flipping through the sky -
similar to a meteorite :-)
Whoops ... I'll look into it, but I don't promise a solution.
Melchior FRANZ wrote:
* Curtis L. Olson -- Monday 05 April 2004 04:55:
Could you send me an example or two or three of airports that are
especially glaringly wrong? I hope to dig into this problem in the
upcoming week to see if I can get to the bottom of it.
LOAN is all under-ground, with one
Erik Hofman wrote:
Jon Berndt wrote:
If I understand the VRP correctly, for almost all the airplanes the VRP
location will be 0 0 0
IFF (not a typo) the nose of the aircraft is coincident with (0,0,0) in
structural coordinates, yes, your statement is true. Otherwise, wherever
the nose tip is
Jim (or anyone else),
I can zip this up and send it to you, I just don't want to send to the list
because the .ac file is like a meg.
Josh
Jim Wilson wrote:
Josh Babcock said:
an example of one that used to work but doesn't. I haven't changed anything,
except the .ac fil
I just did my first recompile in a few months and everything seemed to build fine including openal,
but at runtime I get this:
[EMAIL PROTECTED] SimGear]$ fgfs
fgfs: error while loading shared libraries: libopenal.so.0: cannot open shared object file: No such
file or directory
[EMAIL PROTECTED]
Josh Babcock wrote:
I just did my first recompile in a few months and everything seemed to
build fine including openal, but at runtime I get this:
[EMAIL PROTECTED] SimGear]$ fgfs
fgfs: error while loading shared libraries: libopenal.so.0: cannot open
shared object file: No such file or
Andy Ross wrote:
Josh Babcock wrote:
I just did my first recompile in a few months and everything seemed to
build fine including openal, but at runtime I get this:
fgfs: error while loading shared libraries: libopenal.so.0: cannot
open shared object file: No such file or directory
$ ls -l /usr
I got tired of chasing around errors in my animation file causing segfaults when
I mess around with a .ac file, so I dusted off the old Perl Cookbook and wrote this:
#!/usr/bin/perl -w
# Quick & dirty script to find booboos in FlightGear animation files
# May 2004 Joshua Babcock [EMAIL PROTECTED
Josh Babcock wrote:
I got tired of chasing around errors in my animation file causing
segfaults when I mess around with a .ac file, so I dusted off the old
Perl Cookbook and wrote this:
Nothing like posting something to gaurantee that you find some bugs. Here it is
again, also anyone feel
Josh Babcock wrote:
Josh Babcock wrote:
I got tired of chasing around errors in my animation file causing
segfaults when I mess around with a .ac file, so I dusted off the old
Perl Cookbook and wrote this:
Nothing like posting something to gaurantee that you find some bugs.
Here it is again
I'm having trouble getting some animations that used to work to function with
0.9.4 (recent CVS, actually). I know that the animations should work, here is
an example of one that used to work but doesn't. I haven't changed anything,
except the .ac file. The objects definitely exist, and defin
Jim Wilson wrote:
Josh Babcock said:
an example of one that used to work but doesn't. I haven't changed anything,
except the .ac file. The objects definitely exist, and definitely have
multiple
faces. Where should I look to find this problem?
Since all that has changed is the
Subject says it all. Get yer fresh hot bug fixes at
http://www.blender3d.org/cms/Blender.31.0.html
Josh
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Andy Ross wrote:
Josh Babcock wrote:
cvs update: move away [...]
C data/Scenery/w130n30/w122n37/1Q4.btg.gz
Anybody have any idea what's wrong with my sandbox, or what I can
do to prevent this? It takes forever, basically I am forced to
dl all the demo scenery every time i update.
It looks
Jim Wilson wrote:
Today's cvs: On loading the dc3 flightgear just hangs some time after the
sound init. The p51d hangs (no more display updates) when you switch to an
external view. I'm doing a poll to see if anyone else is getting this, before
I come back to it later this weekend.
Chances are th
Ampere K. Hardraade wrote:
On May 15, 2004 01:31 am, Chris Metzler wrote:
The problem I have at this point is good source photos.
In my opinion, pictures aren't really that useful. Sure, they may give you
information on various details, but when you are modeling something, you
would find dimens
Chris Metzler wrote:
On Sat, 15 May 2004 20:03:07 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:
I seem to recall discussing how we could include specific scenery
features on this list sometime in the past but I can't remember if any
conclusions were reached.
Would it be possible to pull the scenery
Roy Vegard Ovesen wrote:
On Tuesday 18 May 2004 19:09, Melchior FRANZ wrote:
Andy has once posted a method to create instrument scales using Perl to
output PostScript commands. While I like Perl, I'm not good at PS, so I
tried an alternate approach: MetaPost.
MetaPost is a spin-off of MetaFont, whi
I think I found another bug in the animation code. Here is a snippet of the
xml. This code (with the comment) causes both of the right hand objects to move
when the right brake is applied. This does not happen to the left pedal arm
since I commented out the left pedal from the rudder animatio
Melchior FRANZ wrote:
* Melchior FRANZ -- Thursday 20 May 2004 09:37:
What I would [...]:
(1) [...]
(2) [...]
(2) [...]
(3) [...]
And finally:
(7) learn to count
m.
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Jim Wilson wrote:
Josh Babcock said:
I think I found another bug in the animation code. Here is a snippet of the
xml. This code (with the comment) causes both of the right hand objects to
move
when the right brake is applied. This does not happen to the left pedal arm
since I commented out
Jon S Berndt wrote:
FWIW, Gimp has a script that creates text arcs that I have considered
using if I ever get a chance to make some instruments.
Jon
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Innis Cunningham wrote:
Hi Guys
The other day I stumbled on the keyboard map for
FG, can't find it at present,and I noticed quite a few
keys that have not been alocated yet.
I was wondering if a block of say ten keys could be
put aside and labeled aircraft specific for things like
tail hooks, A/C d
Lee Elliott wrote:
On Thursday 27 May 2004 09:07, Erik Hofman wrote:
Giles Robertson wrote:
The other advantage of defining specific function is consistency across
aircraft models. As as user, I'd want to know that a certain key drops
the arrestor hook, and that that same key drops the hook in all
Erik Hofman wrote:
Giles Robertson wrote:
The other advantage of defining specific function is consistency across
aircraft models. As as user, I'd want to know that a certain key drops
the arrestor hook, and that that same key drops the hook in all aircraft
that have one. If we just make aircraft m
Andy Ross wrote:
Josh Babcock wrote:
So maybe airplanes shouldn't be in the interface business. Maybe we
should spend our energy agreeing on property conventions and Nasal
scripts.
Even better would be to take a big audit of all the existing bindings
and re-assign them from scratch.
Lee Elliott wrote:
On Thursday 27 May 2004 20:18, Andy Ross wrote:
Josh Babcock wrote:
So maybe airplanes shouldn't be in the interface business. Maybe we
should spend our energy agreeing on property conventions and Nasal
scripts.
Even better would be to take a big audit of all the exi
Giles Robertson wrote:
I see it a real pilot has to let go of something to twiddle a dial
anyway, > we shouldn't complain if we have to as well.
A real pilot can keep one hand on the yoke and twiddle a dial with
another. He or she may also have a copilot. I use mouse control as I'm
without a joysti
Arnt Karlsen wrote:
On Thu, 27 May 2004 21:31:10 +0200, Erik wrote in message
<[EMAIL PROTECTED]>:
First try searching for an aircraft that has a boost function for it's
engine *and* that has speebrakes.
..AFAIR, this was a kludge to get around a few problems modelling
gear shift controls on g
Curtis L. Olson wrote:
Jon Stockill wrote:
Make sure the tools aren't finding a lower res data set before the
higher res set ...
Is there any reason to keep the old data around now? If it's not used
by anything I'll free some space up.
I could think of a couple reasons, but they may not apply t
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at
ground level at load time too.
Regards,
Curt.
When this happens, it would be nice to see some cycles dedicated to the problem
of slope. A ranch house looks
Ampere K. Hardraade wrote:
I think it will probably be a good idea to increase the distance that triggers
the poping of waypoints. Right now, the plane practically gets on top of the
way point before switching to the next, which is causing some awfully violent
maneuvers.
Regards,
Ampere
On Jun
Melchior FRANZ wrote:
* Roy Vegard Ovesen -- Saturday 05 June 2004 11:10:
On Saturday 05 June 2004 00:25, Lee Elliott wrote:
try moving the transparent parts to the bottom of the object
hierarchy/list.
How do I do that? Editing the .AC file with a text editor?
Either that, but I prefer to let the
Curtis L. Olson wrote:
I'm pretty close to being finished with the new world scenery build.
A quick check with "du" shows that the previous build consumed 11.7 Gb
(extracted.) The new build consumes about 17.8 Gb extracted, which is
about 50% larger. I haven't had a chance to look closely, but
I tried the new scenery, but somehow fgfs doesn't seem to be reading it. I
downloaded W80N30 and checked the files, they're there and as far as I can tell
are ok. I also added the dir that I am putting the new scenery into to my
$FG_SCENERY and exported it. When I move the old scenery aside a
Josh Babcock wrote:
I tried the new scenery, but somehow fgfs doesn't seem to be reading
SNIP
Never mind I fixed a (stupid) mistake on my end.
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I want to get a good idea of what the appropriate way to make scenery objects is
from the perspective of detail vs performance and general usability. If anyone
can answer any of these questions or provide learned opinions, please do:
It looks to me like once FG finds a directory for a tile set,
David Megginson wrote:
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD
models of individual objects? Same for autogen objects?
Most of the time, buildings on the screen use up only a tiny number of
pixels. I often do buildings with 5 quads and a 64x64
Curtis L. Olson wrote:
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
Mipmapping does this for you automatically. The system stores several
versions of the texture at reduced resolution. If the original texture
is 256x256, then the system will also build a 128x128
Curtis L. Olson wrote:
Ed Sirett wrote:
I have been lurking on this list for a while but now I have something to
report.
Fly just about any JSBsim or Yasim model (not UFO or UINC) get the plane
level, straight and stable with or without the AP.
AFAI can tell it happens on all JSB and YASIM models t
Anyone know where to get taxidraw? I tried
www.nottingham.ac.uk/~eazdluf/taxidraw.html but got a 403 error.
Josh
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Andy Ross wrote:
Erik Hofman wrote:
> The radar display is currently limited to three (or four, I can't
> remember) aircraft hard coded in the configuration file. Changing that
> requires Nasal to be able to position a textured quad somewhere in
> screen space or additional C++ code to handle a
David Megginson wrote:
With Robin's latest database, we've lost nearly all of the ILS
approaches in Canada -- the DAFIF has very few Canadian ILS approaches
(8 approaches for four airports), but Robin used to have
manually-entered copies of many, many more in his database. He seems to
have dro
David Megginson wrote:
Jim Wilson wrote:
Hmmm...maybe reusability isn't the most important issue here. While I
know
that there are many stock devices that are the same in different
aircraft, it
almost seems that numerically, with the number aircraft we have
modeled now,
the non-common instrume
Curtis L. Olson wrote:
SNIP
You used to be online mapping services that would (directly or
indirectly) get you the lat/lon of things on the image, but I think they
realized the usefulness of this and I haven't found anything for free
lately ... even mapquest seems to have gotten rid of their aer
Jim Wilson wrote:
Josh Babcock said:
and bitmaps. However, one of the things that can currently only be done in the
control's model file is orientation. I think this is a mistake. Orientation,
like placement, should be defined outside the xml for a given control.
Otherwise, it is impos
Josh Babcock wrote:
Curtis L. Olson wrote:
SNIP
You used to be online mapping services that would (directly or
indirectly) get you the lat/lon of things on the image, but I think
they realized the usefulness of this and I haven't found anything for
free lately ... even mapquest seems to
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