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 _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
