[Flightgear-devel] (no subject)

2013-03-12 Thread Renk Thorsten
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. This becomes a

Re: [Flightgear-devel] (no subject)

2013-03-12 Thread geneb
On Tue, 12 Mar 2013, Renk Thorsten wrote: But we have to compromise - this wouldn't run on the Intels either. I'm assuming you're referring to the Intel graphics chipset, in which case the response would be So what?. Writing to the lowest capability chipset is simply a drag on the rest of

[Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-12 Thread Alasdair Campbell
A couple of evenings ago, while playing around with the SenecaII at my home airport (EGPF), I noticed a small, but annoying discrepancy between the magnetic compass and the runway heading. Having had a look at how the slaved directional gyro in the Seneca works, it dawned on me that I had no

Re: [Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-12 Thread Stuart Buchanan
On Tue, Mar 12, 2013 at 5:47 PM, Alasdair Campbell wrote: Now the comments at the beginning of coremag.cxx imply that the module originally implemented wmm2000 and was updated by Wim Van Hoydonck (wim.van.hoydo...@gmail.com) to wmm2005. The current version is now wmm2010, and I wonder if

Re: [Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-12 Thread James Turner
On 12 Mar 2013, at 17:55, Stuart Buchanan stuar...@gmail.com wrote: Now the comments at the beginning of coremag.cxx imply that the module originally implemented wmm2000 and was updated by Wim Van Hoydonck (wim.van.hoydo...@gmail.com) to wmm2005. The current version is now wmm2010, and I

Re: [Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-12 Thread Alasdair Campbell
On 12/03/13 18:48, James Turner wrote: On 12 Mar 2013, at 17:55, Stuart Buchanan stuar...@gmail.com mailto:stuar...@gmail.com wrote: Now the comments at the beginning of coremag.cxx imply that the module originally implemented wmm2000 and was updated by Wim Van Hoydonck

[Flightgear-devel] How to disable Mouse Mode Feedback?

2013-03-12 Thread Faber
Hello all, I just compiled GIT from today and noticed the new Mouse Mode Feedback on Screen. Is there a way to switch that off? I haven't found nything in the Menus and feel it is rather disturbing, especially during complex startup procedures with a lot of klicking and looking around in the

Re: [Flightgear-devel] How to disable Mouse Mode Feedback?

2013-03-12 Thread James Turner
On 12 Mar 2013, at 20:53, Faber fa...@sol2500.net wrote: I just compiled GIT from today and noticed the new Mouse Mode Feedback on Screen. Is there a way to switch that off? I haven't found nything in the Menus and feel it is rather disturbing, especially during complex startup procedures

Re: [Flightgear-devel] How to disable Mouse Mode Feedback?

2013-03-12 Thread AJ MacLeod
On Tue, 12 Mar 2013 21:34:36 + James Turner wrote: 1) - I'd like it to replace, not scroll (so maximum of one message) but I didn't figure out the Nasal for that yet Dumb question from me... why have the message at all? What was wrong with the fairly self-explanatory cursors we had

Re: [Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-12 Thread Stuart Buchanan
On 12 Mar 2013, at 20:18, Alasdair Campbell wrote: Thank you Stuart James for your responses, Stuart, I was not so much interested in what is painted on the ground, but what is indicated on the slaved gyro. Your comments have made me reconsider my maths. apt.dat shows a true heading for

Re: [Flightgear-devel] Compasses, magnetic variation, and stuff

2013-03-12 Thread Alasdair Campbell
On 12/03/13 18:48, James Turner wrote: On 12 Mar 2013, at 17:55, Stuart Buchanan stuar...@gmail.com mailto:stuar...@gmail.com wrote: Now the comments at the beginning of coremag.cxx imply that the module originally implemented wmm2000 and was updated by Wim Van Hoydonck

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi James, Thank you for your input! I wasn't aware there is such thing as fgviewer. It's definately a good starting point, I will have a look at it. Oh, and if you can do IRC, I'm sure the guys in #fg_scenery would be delighted to discuss what you've done and a whole range of possibilities

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi Thorsten, Thank you, too! This becomes a performance issue eventually - see Paris (France). Random buildings scale well for memory and performance because they're numerous instances of the same building, so just the various positions need to be stored separately - a city full of unique