On mercredi 05 novembre 2008, Martin Spott wrote: > gerard robin wrote: > > Though, that nasal "Terrain" script could be part of the FG generic nasal > > script , won't it be useful elsewhere (AI animation ? for instance) > > Well, to my point of view - and I know I'm not the sole person having > this in mind - it's a bit unfortunate to hammer workarounds into stone > that actually in search for a totally different solution. > > As I understand from Heiko's explanation, the purpose of the respective > script is to work around a feature which is missing from the FDM being > used here. Therefore I'd vote _not_ to make this script part of the > 'generic' script collection, but instead lobby on the FDM people to > implement the missing parts. > > Cheers, > Martin.
I don't pretend that is not be in the FDM , which should be more accurate according to the terrain ( runway, grass, sand, ....... water .... and so on), i know that Jon intend to include it into JSBSim. I only wonder if we won't get some adventage, within FG itself, to know with a property, if there is water or solid under (with nasal script or some code) I had recently in mind, to create animation with AI model which are terrain dependent. Scenery and AI are not using any FDM which could solve it . Cheers -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel