Hello,
For the past week I have been working on improved airport taxiway and
grass textures. They've gotten positive feedback on the forums but Gijs
suggested I post about them on the core mailing list for a fair
discussion.
Here are some screenshots of the textures in-sim:
Martin's correct. I made cosmetic changes to the textures themselves,
nothing outside of that like the way the mapping is done.
However, I do agree with John that perhaps some of the runway texturing
needs modifications. I tried to modify the grass and dirt runways to
integrate more seamlessly
Anybody noticed the tiny text at the bottom of the main page? It says
Source code available in Members Area...
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I am not a 777 pilot in real life, but I certainly agree with Jack that
the FDM seems unrealistic to the casual pilot. For instance, fire up
the 772ER and set the fuel tanks and payload weights to full capacity.
Now make sure the flaps are set to 0. Take off, bear the blaring
takeoff config
Another thing I've noticed when flying the 772ER long distances (KIND to
EDDF, about 10-15% fuel consumed) is that fuel consumption seems
abnormally low. I'm far from a YASim expert, but I've heard this may be
due to an overly high lift ratio in the FDM. The 777's is around 193;
perhaps this
It seems more and more that people prefer using the forum instead the
devel-list.
(Certainly not me!)
Forum activity is winding down too- all the informal aircraft/scenery
developers have either left or are inactive.
Now it seems to me it has changed. The list is quiet since a while now; there
are only few announcements for code changes, (in the past we had more, though
the number of changes are still similar), and as I can see more and more
people using the forum for questions about developement and
I'm trying to implement thrust reversal (if possible) for the ATR 72, a
YASim turboprop, but I can't seem to find a way to do so. I've tried the
same parameters used for jets:
control-input axis=/controls/engines/engine[0]/reverser
control=REVERSE_THRUST /
control-output control=REVERSE_THRUST
Something I've always thought about is an official aircraft repository
that contained non-GPL2 aircraft- straight from the authors, of course.
There are many aircraft for FlightGear that are not GPL-licensed (some
of them very well-developed, like the Tu-154b and the MD-81), and I
think it'd be
On Sun, 2011-05-08 at 23:46 +0100, Vivian Meazza wrote:
I’m afraid that the “improved textures” really aren’t an improvement.
Not only do they not work for taxiways, we have also lost the chevrons
at the threshold that were quite recently added:
Really? I certainly did *not* touch the stopway
I apologize for not raising this discussion *before* I filed that
request, as I should have.
From the comments on http://gitorious.org/merge_requests/91:
In the past we've been struggling for more than one and a half release
cycles in order to separate Scenery-specific stuff from the Base
On Mon, 2011-05-23 at 22:04 +0100, James Turner wrote:
I talked to Ryan on IRC last night, and we discussed this. I've some local
mods to commit+test that basically do exactly what is described above; they
allow Nasal (or really, the loadxml command) to hook into my existing
'find a file
Well I did some major changes and squashed it all down to one commit-
however, things got pretty messy. Redid the merge request, here's the
new URL:
https://gitorious.org/fg/fgdata/merge_requests/95
Changes from last time:
* Now uses James' new io.read_airport_properties() function, so it is
much
On Fri, 2011-05-27 at 21:09 +0200, Arnt Karlsen wrote:
..right, then we'll want those fancy gate parking lights too,
http://en.wikipedia.org/wiki/Visual_Docking_Guidance_System
Theoretically that's perfectly possible by piggybacking on my system,
and we even have the X-plane model required,
On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote:
I'm feeling slightly uneasy with the current state because people don't
get any jetways at all if they disable the flag in order to preserve
performance. Personally I'd prefer a solution which keeps static
jetways and just disables the
On Sun, 2011-06-05 at 16:40 +0200, Durk Talsma wrote:
Hi All,
After having discussed this issue with Martin privately, we have come to the
conclusion that it is in the best interest of FlightGear to back out parts of
this commit, and wait for an improved version. I had accepted the merge
I ran some tests yesterday about the possibility of using static jetways
as placeholders. At KSFO, with animated jetways disabled and no dynamic
jetway models at all, FPS was at about 32-33 on my system. With animated
jetways, it plummeted to 15-16. When I used
$FG_ROOT/Models/Airport/jetway.xml
More spam on yahoo accounts?
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Currently, there are two A320s in fgdata- Fred's A320 and A320-family by
me and Ampere. I propose that the former A320 be removed some time
before release, to prevent confusion, etc.
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Stupid question about dual-licensing: Can I dual-license an aircraft
under both GPL2 and CC-BY (no -SA or -NC), and still have it placed into
fgdata?
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Before the 2.4.0 branch is created, could somebody please merge in
Gitorious merge request #107? It doesn't contain any new features, just
a bunch of bugfixes.
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Why not make helijah's pilot models generic, so that they can be reused
by all aircraft? Ideally, we'd also have parameters for each model so
that their limbs can be rotated for different cockpit configurations.
Emmanuel, I'll need a list of your pilots, as the French X-plane site
you mention in
How about adding an Aircraft Level-of-Detail slider to the Rendering
Options dialog? It could provide an easy way for aircraft developers to
add lots of detail to their models but still make them usable on low-end
systems. Ideally it would work like the existing Performance vs.
Quality slider for
Martin Spott wrote:
Anyhow, the reason why I had been writing EMail several times is the
removal of the /sim/paths/use-custom-scenery-data clause. This
property has been removed, the state which had been activated by the
flag is now permanent - see:
Ah, I missed that change. :-) It turns out
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