On Mon, 2005-10-17 at 21:57 -0400, Ampere K. Hardraade wrote: > On October 17, 2005 02:23 pm, Durk Talsma wrote: > > > - airport animations > > > > Just wondering what type of animations you were thinking of. We have > > support for moving aircraft now, but no ground vehicles yet, although this > > could be done using animation scripts. > Bridges' movement, illumination, and so on; and yes, being able to use > animation scripts and Nasal scripts in an airport would be great, and we > should take these into account in our discussion as well. > > > The problem is that at this point the requirement for FlightGear and > > x-plane start to deviate and I don't think we can expect an x-plane > > datamanager expect to switch to use a more sophisticated database format, > > just to support that *other* flight sim that happens to be using his > > database too. It's a difficult situation... > In my opinion, if X-Plane wants to stay on a sinking boat, it doesn't mean we > should follow either. ;-) > > I really think a new format is a must. If people insist, we can have an > importer/exporter to exchange compatible data between Robin's database and > our own database. >
It would benefit both FlightGear and X-plane if we synchronise data for beacons and other "single point" objects. However, the effort required for implmenting this may not be worth it. I notice some of airports in the FlightGear scenery over Scotland has lighting beacons in the middle of the runway. George Patterson _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d