Steve Hosgood writes:
>
> Makes me wonder whether there's an excuse for some new thinking on the
> subject of UI design, regardless of whether a cockpit is 3D or 2D.
> Here's what I propose - please be kind with your comments, I'm not
> trying to dictate terms or tread on anyone's toes:
>
> Flightgear (and any other flight sim) is trying to reproduce the
> experience of flying, both in terms of the flight dynamics and (to a
> limited extent) "the whole experience".
>
> As such, many of the instruments in the virtual cockpit can be
> configured with mouse-clicks on the instruments themselves. Some can
> also be configured through dialog boxes.
>
> If FG wants to try and model the "flight experience", these alternative
> dialog-box UIs must go. There are no pull-down menus on a real plane,
> and no dialog-boxes. Providing them therefore breaks the "flight
> experience".

Steve

I agree that it would be nice to have all instruments etc have interactive
interfaces ala a mouse click, if that is at all realistic, but this does not 
necessarily
mean that the dialog boxes should go.

Please note the following from  http://www.flightgear.org/introduction.html

"""The goal of the FlightGear project is to create a sophisticated flight 
simulator framework for use in research or academic
environments, for the development and pursuit of other interesting flight 
simulation ideas, and as an end-user application. We are
developing a sophisticated, open simulation framework that can be expanded and 
improved upon by anyone interested in contributing.""

Is a much broader vision then a first person experience of flight !!

So if you don't want to use the menu or dialog box interface don't
and they won't spoil your experience  :-)

Cheers

Norman


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