Norman Vine writes:
> David Megginson writes:
> >
> > Norman Vine writes:
> >
> > > This should work fine, the only thing I am worried about is that it
> > > seems as if every sub component of FGFS is passing a double dt in
> > > both the initialization and the update function. Then locally
>
Sigh... can't we just leave this the way it was for now and tell people that
we recommend a 3 axis stick??? :-/ If not we need time to check the joystick
configs (and I don't have time to do the two I have today). I'd much rather
see this patch added right after release.
Best,
Jim
Erik Hofman
David Megginson writes:
>
> Norman Vine writes:
>
> > This should work fine, the only thing I am worried about is that it
> > seems as if every sub component of FGFS is passing a double dt in
> > both the initialization and the update function. Then locally
> > storing a double elapsed varia
* Erik Hofman -- Wednesday 04 June 2003 15:34:
> Melchior FRANZ wrote:
> >>But not the "high" and "low" buttons (line 731 & 737). So my rudder will
> >>again be CPU clock rate dependent. :-(
>
> Are these the buttons for the "digital hat"?
yes
* Jim Wilson -- Wednesday 04 June 2003 15:27:
> M
Melchior FRANZ <[EMAIL PROTECTED]> said:
> * Erik Hofman -- Wednesday 04 June 2003 14:50:
> > This has crossed my mind also, but didn't think of all the consequenses.
> > This is applied to CVS now. Axes should respond real-time, buttons are
> > restricted to one reading every 50 ms.
>
> But not
Melchior FRANZ wrote:
But not the "high" and "low" buttons (line 731 & 737). So my rudder will
again be CPU clock rate dependent. :-(
Are these the buttons for the "digital hat"?
Erik
___
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Jim Wilson wrote:
Erik Hofman <[EMAIL PROTECTED]> said:
It would be nice if people tried this out for every possible application
they can think of and report back any problems.
Before release?
Preferably.
Do you foresee any problems?
Erik
___
Flight
Erik Hofman <[EMAIL PROTECTED]> said:
> This has crossed my mind also, but didn't think of all the consequenses.
> This is applied to CVS now. Axes should respond real-time, buttons are
> restricted to one reading every 50 ms.
This seems much better.
> It would be nice if people tried this out
On Wed, 4 Jun 2003 14:21:14 +0200,
Melchior FRANZ <[EMAIL PROTECTED]> wrote in message
<[EMAIL PROTECTED]>:
> * Arnt Karlsen -- Wednesday 04 June 2003 14:10:
> > On Wed, 04 Jun 2003 11:31:38 +0200,
> > Erik Hofman <[EMAIL PROTECTED]> wrote in message
> > > I've set it to 20 times a second.
>
* Melchior FRANZ -- Wednesday 04 June 2003 15:11:
> * Erik Hofman -- Wednesday 04 June 2003 14:50:
> > This has crossed my mind also, but didn't think of all the consequenses.
> > This is applied to CVS now. Axes should respond real-time, buttons are
> > restricted to one reading every 50 ms.
>
>
Norman Vine writes:
> This should work fine, the only thing I am worried about is that it
> seems as if every sub component of FGFS is passing a double dt in
> both the initialization and the update function. Then locally
> storing a double elapsed variable to compare against.
There might be
* Erik Hofman -- Wednesday 04 June 2003 14:50:
> This has crossed my mind also, but didn't think of all the consequenses.
> This is applied to CVS now. Axes should respond real-time, buttons are
> restricted to one reading every 50 ms.
But not the "high" and "low" buttons (line 731 & 737). So my
Curtis L. Olson wrote:
Erik,
My one concern with lowering the joystick sample rate is that you have
now lowered the rate at which aileron, elevator and rudder input is
sampled. For some people, the input delay in simulators is a huge
complaint. Could we perhaps limit the sample rate just for the
"Curtis L. Olson" <[EMAIL PROTECTED]> said:
> Erik,
>
> My one concern with lowering the joystick sample rate is that you have
> now lowered the rate at which aileron, elevator and rudder input is
> sampled. For some people, the input delay in simulators is a huge
> complaint. Could we perhaps
Erik,
My one concern with lowering the joystick sample rate is that you have
now lowered the rate at which aileron, elevator and rudder input is
sampled. For some people, the input delay in simulators is a huge
complaint. Could we perhaps limit the sample rate just for the
buttons, but not for t
Arnt Karlsen wrote:
On Wed, 04 Jun 2003 11:31:38 +0200,
Erik Hofman <[EMAIL PROTECTED]> wrote in message
I've set it to 20 times a second.
..this is configurable, no? Some FG planes are R/C models, and
when plugging R/C transmitters to a FG box, we may wanna use
good old 50Hz, and possibly 4
* Arnt Karlsen -- Wednesday 04 June 2003 14:10:
> On Wed, 04 Jun 2003 11:31:38 +0200,
> Erik Hofman <[EMAIL PROTECTED]> wrote in message
> > I've set it to 20 times a second.
>
> ..this is configurable, no?
This would need to be a value defined in the joystick file then,
or we'd have again the
Melchior FRANZ wrote:
* Jim Wilson -- Wednesday 04 June 2003 13:22:
Wow, great work everyone! I crash landed it once after stalling in a
turn...not sure what I did. Otherwise a successful flight. It really works :-)
Is there a 3D cockpit in the works? This one would be very cool flown from a
v
On Wed, 04 Jun 2003 11:31:38 +0200,
Erik Hofman <[EMAIL PROTECTED]> wrote in message
<[EMAIL PROTECTED]>:
> Melchior FRANZ wrote:
> > Taking about show-stoppers ...
> >
> > * David Megginson -- Fri, 14 Mar 2003 13:46:07 -0500:
> >
> > > * Melchior FRANZ -- Friday 14 March 2003 19:08:
> > >
> >
* Erik Hofman -- Wednesday 04 June 2003 13:50:
> Oh well, It's been pretty hot in Europe for the last few days. Maybe
> that will count as an excuse. ;-)
Yeah. The damn thing is, that it's too hot out there to drink coffee.
That makes the situation a lot less comfortable. Maybe ice-coffee ...
Melchior FRANZ writes:
>
> Index: input.cxx
> ===
> RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Input/input.cxx,v
> retrieving revision 1.23
> diff -u -p -r1.23 input.cxx
> --- input.cxx 4 Jun 2003 11:27:41 - 1.23
>
Melchior FRANZ wrote:
* Erik Hofman -- Wednesday 04 June 2003 13:29:
Melchior FRANZ wrote:
This looks fishy. Shouldn't it be:
if ((_last_dt += dt) > 50)
Yes it should :-/
No, it shouldn't. (See below.) Sorry for me reporting "Perfect!".
I obviously tested the wrong binary, not the freshly co
* Jim Wilson -- Wednesday 04 June 2003 13:22:
> Wow, great work everyone! I crash landed it once after stalling in a
> turn...not sure what I did. Otherwise a successful flight. It really works :-)
>
> Is there a 3D cockpit in the works? This one would be very cool flown from a
> virtual cockp
* Erik Hofman -- Wednesday 04 June 2003 13:29:
> Melchior FRANZ wrote:
> > This looks fishy. Shouldn't it be:
> >
> >if ((_last_dt += dt) > 50)
>
> Yes it should :-/
No, it shouldn't. (See below.) Sorry for me reporting "Perfect!".
I obviously tested the wrong binary, not the freshly compile
Wow, great work everyone! I crash landed it once after stalling in a
turn...not sure what I did. Otherwise a successful flight. It really works :-)
Is there a 3D cockpit in the works? This one would be very cool flown from a
virtual cockpit.
Best,
Jim
Michael Selig <[EMAIL PROTECTED]> said:
Melchior FRANZ wrote:
* Erik Hofman -- Wednesday 04 June 2003 11:30:
! // update the joystick 20 times per second.
! if ((dt += dt) > 50)
! _last_dt = 0.0;
! else
! return;
This looks fishy. Shouldn't it be:
if ((_last_dt += dt) > 50)
_last_dt = 0.0;
else
return;
Jim Wilson wrote:
The fix for joystick repeat rate seems to have broken joystick input
completely on my system. Quickly looking at the code that patch doesn't make
a whole lot of sense...don't have a fix though. Rolled back to input.hxx 1.10
and input.cxx 1.20 and all is working again. Is this p
Jim Wilson wrote:
The fix for joystick repeat rate seems to have broken joystick input
completely on my system. Quickly looking at the code that patch doesn't make
a whole lot of sense...don't have a fix though. Rolled back to input.hxx 1.10
and input.cxx 1.20 and all is working again. Is this p
Norman Vine wrote:
This should work fine, the only thing I am worried about is that it seems
as if every sub component of FGFS is passing a double dt in both the
initialization and the update function. Then locally storing a double
elapsed
variable to compare against. This is fine but begins to
* Jim Wilson -- Wednesday 04 June 2003 13:00:
> The fix for joystick repeat rate seems to have broken joystick input
> completely on my system.
* Erik Hofman -- Wednesday 04 June 2003 11:30:
> ! // update the joystick 20 times per second.
> ! if ((dt += dt) > 50)
> ! _last_dt = 0.0;
> !
The fix for joystick repeat rate seems to have broken joystick input
completely on my system. Quickly looking at the code that patch doesn't make
a whole lot of sense...don't have a fix though. Rolled back to input.hxx 1.10
and input.cxx 1.20 and all is working again. Is this patch actually work
Erik Hofman writes:
>
> Melchior FRANZ wrote:
> > Taking about show-stoppers ...
> >
> > * David Megginson -- Fri, 14 Mar 2003 13:46:07 -0500:
> >
> >>* Melchior FRANZ -- Friday 14 March 2003 19:08:
> >>
> >>>I'm now running fgfs on a computer that is almost 10 times as
> fast as my
> >>>previous o
I just tagged the 0.9.2 release in CVS so I guess that's it. Any
further changes will have to go into the next release.
John, feel free to bundle up the corresponding base package any time.
Thanks everyone!
Curt.
--
Curtis Olson IVLab / HumanFIRST Program FlightGear Project
Twin Cities
Erik Hofman <[EMAIL PROTECTED]> said:
> Jim Wilson wrote:
> > Here are some additions to the model animation code:
>
> I'll delay this until after the new release if you don't mind.
Actually, I thought the simgear release had already been tagged and built.
The additions have been tested to work
Melchior FRANZ wrote:
A bounding sphere may be empty, which is perfectly valid.
Such empty spheres have negative radius, but undefined center.
(I checked both sg and fgfs for further occurrences of this
problem.)
It's in CVS now.
Thanks.
Erik
___
Flight
Jim Wilson wrote:
Here are some additions to the model animation code:
I'll delay this until after the new release if you don't mind.
Erik
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Simon Fowler wrote:
Since there's talk of a new release . . .
I discovered (about a month ago - I was going to test more and give
a full report, but my fiance has taken over the computer that's
capable of running fgfs ;-) a bug in the handling of empty nodes in
the properties tree (I think). While
* Erik Hofman -- Wednesday 04 June 2003 11:31:
> I've set it to 20 times a second. Could you test it for me?
Perfect! (The joystick file for the X8-30 that I tuned for my old
computer doesn't work well with this rate yet, but I'll send new
step sizes for the rudder. If only the rate doesn't depend
* Norman Vine -- Wednesday 04 June 2003 11:23:
> Does decreasing the 'step size' help ??
Yes, of course. That's what I did in my local joystick.xml, but
that's a solution for us fgfs fanatics, but not for the masses.
The rate ought to be constant regardless of the cpu clock rate.
m.
Melchior FRANZ wrote:
Taking about show-stoppers ...
* David Megginson -- Fri, 14 Mar 2003 13:46:07 -0500:
* Melchior FRANZ -- Friday 14 March 2003 19:08:
I'm now running fgfs on a computer that is almost 10 times as fast as my
previous one, and it looks like "repeatable" joystick button actions
Melchior FRANZ writes:
>
> Taking about show-stoppers ...
>
> * David Megginson -- Fri, 14 Mar 2003 13:46:07 -0500:
> > * Melchior FRANZ -- Friday 14 March 2003 19:08:
> > > I'm now running fgfs on a computer that is almost 10 times as
> fast as my
> > > previous one, and it looks like "repeatab
Ah, that makes sense.
Have to say there seems to have been a big improvement in memory
consumption lately, had the program running for over 33 hours now and I
can switch views without any hard drive thrashing at all, very nice.
Curtis L. Olson wrote:
I believe this is a plib bug ...
Geoff Reid
Taking about show-stoppers ...
* David Megginson -- Fri, 14 Mar 2003 13:46:07 -0500:
> * Melchior FRANZ -- Friday 14 March 2003 19:08:
> > I'm now running fgfs on a computer that is almost 10 times as fast as my
> > previous one, and it looks like "repeatable" joystick button actions
> > are now t
Frederic Bouvier wrote:
Hello,
just a note to say that I am in the process of modeling an
Airbus A320 :
http://perso.wanadoo.fr/frbouvi/flightsim/a320-fb-fgsd.png
No animation and gear yet but it is progressing.
I am using Blender and GIMP, and I have to say that so far,
is has been quite easy.
Jim Wilson wrote:
> Oops... make that.
>
> cvs admin -kb
>
> Sorry about that...
You could have made it binary at the first place by doing :
cvs add -kb
instead of :
cvs add
-Fred
> Michael Selig <[EMAIL PROTECTED]> said:
>
> > At 6/4/03, Frederic BOUVIER wrote:
> > >Could someone wi
Oops... make that.
cvs admin -kb
Sorry about that...
Michael Selig <[EMAIL PROTECTED]> said:
> At 6/4/03, Frederic BOUVIER wrote:
> >Could someone with CVS write access set the binary flag to C-GPTR-003.rgb.
> >It is corrupt for us, Windows users.
>
> If it has not already been done, I'd be h
Since there's talk of a new release . . .
I discovered (about a month ago - I was going to test more and give
a full report, but my fiance has taken over the computer that's
capable of running fgfs ;-) a bug in the handling of empty nodes in
the properties tree (I think). While editing my joystick
[FlightGear Developers mailing list]
Earlier today I added an ornithopter model to
FlightGear. The model simulates the full scale
piloted C-GPTR ornithopter designed by Prof
DeLaurier and his group at the University of
Toronto Institute for Aerospace Studies (UTIAS).
A web link detailing the desi
I am running Flightgear on an ATI Radeon 9700 Pro at 1024 x 768 resolution.
The ATI full screen anti-aliasing (FSAA) eliminates the "jaggies" when "game
mode" is disabled. However, FSAA has no effect, when "game mode" is
enabled. I just downloaded the latest drivers from ATI and the problem still
On 03 Jun 2003 15:30:46 -0700
Tony Peden <[EMAIL PROTECTED]> wrote:
The roll trim was bound to the yaw trim props and vice-versa. Probably
the fault of the guy who did the properties for JSBSim, can't remember
his name offhand, though, ...
Well, we'll have to dock his pay when we find out who he
On Tue, 2003-06-03 at 13:18, Jon S Berndt wrote:
> On Tue, 3 Jun 2003 16:08:50 -0400
> David Megginson <[EMAIL PROTECTED]> wrote:
> >Here's something else to worry about before the release:
> >a recent bug fix in JSBSim
>
> ?? Which fix ??
The roll trim was bound to the yaw trim props and vice
Hello,
just a note to say that I am in the process of modelling an
Airbus A320 :
http://perso.wanadoo.fr/frbouvi/flightsim/a320-fb-fgsd.png
No animation and gear yet but it is progressing.
I am using Blender and GIMP, and I have to say that so far,
is has been quite easy.
If someone wants to c
* Norman Vine -- Tuesday 03 June 2003 23:56:
> But by all means add the extra check for peace of mind
> if nothing else :-)
Hey, I don't insist on this. Peace of mind? ... bah!
I'm also happy if the random objects come with bsphere (and
nobody ever creates other ssgEntities without).
m.
___
Curtis L. Olson writes:
> Sent: Tuesday, June 03, 2003 5:01 PM
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Re: [PATCH] Scenery/hitlist.cxx: don't
> access center of emptyboundingsphere (valgrind)
>
>
> Melchior FRANZ writes:
> > * Norman Vine -- Tuesday 03 June 2003
* Curtis L. Olson -- Tuesday 03 June 2003 23:01:
> light vertices probably do have a bounding sphere because they are
> grouped, but I bet David's scheme for random ground cover objects
> could be creating these null/dummy bounding spheres
Yes, you are right:
ssgRangeSelector: Name=random-mod
I wrote :
> Erik Hofman wrote:
> > Innis Cunningham wrote:
> >
> > > The reason I ask is that you say in another thread that your time may
be
> > > limited over the next few months with regard to creating the
> > > binaries.And I thought if I could be of assistance if I can get the
sim
> > > to bui
Melchior FRANZ writes:
> * Curtis L. Olson -- Tuesday 03 June 2003 23:01:
> > light vertices probably do have a bounding sphere because they are
> > grouped,
>
> Do you mean grouping into a branch? This doesn't help. If a branch
> has only kids with empty bounding spheres, then the whole branch
>
* Melchior FRANZ -- Tuesday 03 June 2003 23:14:
> If a branch has only kids with empty bounding spheres, then the
> whole branch will also have an empty bsphere.
No, this doesn't make sense. :-]
m.
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h
* Curtis L. Olson -- Tuesday 03 June 2003 23:01:
> light vertices probably do have a bounding sphere because they are
> grouped,
Do you mean grouping into a branch? This doesn't help. If a branch
has only kids with empty bounding spheres, then the whole branch
will also have an empty bsphere.
>
Melchior FRANZ writes:
> * Norman Vine -- Tuesday 03 June 2003 22:45:
> > AFAICT The added check can't hurt anything but
> > It is a 'serious' bug if we are inserting anything into the
> > Scenery that doesn't have an extent
>
> Do e.g. the light vertices really have a bounding sphere?
lig
* Norman Vine -- Tuesday 03 June 2003 22:45:
> AFAICT The added check can't hurt anything but
> It is a 'serious' bug if we are inserting anything into the
> Scenery that doesn't have an extent
Do e.g. the light vertices really have a bounding sphere?
m.
__
* Curtis L. Olson -- Tuesday 03 June 2003 22:36:
> I think the point [...]
I know what the point is. Mine was, that if someone wants to
keep the current textures despite that point, that's what
he could do to keep the textures. This was not meant as a
counter argument. (I know that even =whole= Eu
David Megginson <[EMAIL PROTECTED]> said:
> Here's something else to worry about before the release: a recent bug
> fix in JSBSim meant that all of the JSBSim-based propeller planes are
> now badly out of trim. I fixed the default C172P, but I need to know
> what else people actually fly, so that
Melchior FRANZ writes:
>
> A bounding sphere may be empty, which is perfectly valid.
> Such empty spheres have negative radius, but undefined center.
> (I checked both sg and fgfs for further occurrences of this
> problem.)
AFAICT The added check can't hurt anything but
It is a 'serious' bu
Melchior FRANZ writes:
> * David Megginson -- Tuesday 03 June 2003 21:47:
> > Eriks work is beautiful, but we've lost much of the variety
> > that we used to have, and the texture looks strange for anything but
> > the UK and (possibly) Northern Europe.
>
> ... and Central and most of Southern Eur
David Megginson writes:
> Curtis L. Olson writes:
>
> > I would love to go back to the variety we had previously. I was
> > holding comment for the moment because I understood this was a work in
> > progress, but you are right, this would be a really nice thing to get
> > cleaned up before th
* David Megginson -- Tuesday 03 June 2003 21:47:
> Eriks work is beautiful, but we've lost much of the variety
> that we used to have, and the texture looks strange for anything but
> the UK and (possibly) Northern Europe.
... and Central and most of Southern Europe. :-)
In case someone wants
I believe this is a plib bug ...
Geoff Reidy writes:
> Maybe it's just me but when I click on the menu and slowly bring the
> cursor down I can get two options highlighted.
> Clicking the mouse at this point freezes the program completely and I
> have to kill it.
> Happens with any of the menu opt
David Culp writes:
>
> > I just got on board this project
> > http://4dgeo.whoi.edu/vpr/
> > as a graphics engineer and have a lot I need to get a handle on
> > in a hurry, as the instrument was deployed this weekend for what
> > hopefully will be a six month 'swim' :-)
> >
> > Norman
>
> I'd lik
On Tue, 3 Jun 2003 16:08:50 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
Here's something else to worry about before the release:
a recent bug fix in JSBSim
?? Which fix ??
meant that all of the JSBSim-based
propeller planes are now badly out of trim. I fixed the default C172P,
but I need
Curtis L. Olson writes:
> I would love to go back to the variety we had previously. I was
> holding comment for the moment because I understood this was a work in
> progress, but you are right, this would be a really nice thing to get
> cleaned up before the next release.
What date should we
Maybe it's just me but when I click on the menu and slowly bring the
cursor down I can get two options highlighted.
Clicking the mouse at this point freezes the program completely and I
have to kill it.
Happens with any of the menu options.
Haven't been able to figure out why it's happening, though
Here's something else to worry about before the release: a recent bug
fix in JSBSim meant that all of the JSBSim-based propeller planes are
now badly out of trim. I fixed the default C172P, but I need to know
what else people actually fly, so that I can fix it for the release.
Try out a few, and l
A bounding sphere may be empty, which is perfectly valid.
Such empty spheres have negative radius, but undefined center.
(I checked both sg and fgfs for further occurrences of this
problem.)
m.
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/hitlist.cxx,v
retrieving revision 1.1.1.1
d
David Megginson writes:
> Do we want to fix up and/or revert the crop textures before we do a
> release? Eriks work is beautiful, but we've lost much of the variety
> that we used to have, and the texture looks strange for anything but
> the UK and (possibly) Northern Europe. Releases have a way
Erik Hofman wrote:
> Innis Cunningham wrote:
>
> > The reason I ask is that you say in another thread that your time may be
> > limited over the next few months with regard to creating the
> > binaries.And I thought if I could be of assistance if I can get the sim
> > to build then I would be more
Do we want to fix up and/or revert the crop textures before we do a
release? Eriks work is beautiful, but we've lost much of the variety
that we used to have, and the texture looks strange for anything but
the UK and (possibly) Northern Europe. Releases have a way of
sticking around, so we'll be
Here are some additions to the model animation code:
CVS Diff file:
http://www.spiderbark.com/fgfs/modelanim-jw.diff
Tarball of changed files:
http://www.spiderbark.com/fgfs/modelanim-jw.tar.gz
1. Added support for defining arbitrary rotation axes using (x1,y1,z1),
(x2,y2,z2). The center is cal
[EMAIL PROTECTED] said:
> Hi,
> since a few days my view direction changes continously in the default
> C172. It changes anti clockwise in setps of about one second.
> I'm using Suse8.1, gcc3.2, latest NVidia drivers and latest cvs for
> plib, simgear and FG and base.
>
> Any idea?
>
I'm not se
Gordon Strickert writes:
> Hi everyone,
> I have two (beginners) questions:
You'll probably have to expect to do a bit of fiddling around and/or
debugging to get this stuff to work correctly for you, but it should
all be doable.
> I want to feed flightgear with udp data, but not from an external
> I just got on board this project
> http://4dgeo.whoi.edu/vpr/
> as a graphics engineer and have a lot I need to get a handle on
> in a hurry, as the instrument was deployed this weekend for what
> hopefully will be a six month 'swim' :-)
>
> Norman
I'd like to see how the "Sea Bird conductivity"
> Are you doing ./configure --with-threads?
Oops. Maybe I aughta. Thanks Jim.
Dave
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Jon S Berndt <[EMAIL PROTECTED]> said:
> On Tue, 3 Jun 2003 12:55:11 -
> "Jim Wilson" <[EMAIL PROTECTED]> wrote:
> >
> >Anyway, we really need this before I animate another
> >model, that is going to
> >have to be reanimated or "offset" with a special patch it
> >up for jsbsim
> >model.xml
Hi everyone,
I have two (beginners) questions:
I want to feed flightgear with udp data, but not from an external
flightmodel but by real data comming from a remote-controlled vehicle.
Typically position-data from a GPS is just available with 1 Hz, typical
rates for Flightgear are, as I understand
Innis Cunningham wrote:
The reason I ask is that you say in another thread that your time may be
limited over the next few months with regard to creating the
binaries.And I thought if I could be of assistance if I can get the sim
to build then I would be more than happy to help.
I believe Frede
David Luff writes:
> Curt - sorry to be a pain, but would it be possible to push out a new
> release with this fix?
Probably ...
Curt.
--
Curtis Olson IVLab / HumanFIRST Program FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota htt
Thanks Jim for the explanation I do fly with the z key out as far as I can
get it I will try with different distances and see what difference it
makes.Also will test the tower views as I have had crashes when cycling
through these views.
Norman the question I was trying to ask was if the CYGWIN
On Tue, 3 Jun 2003 12:55:11 -
"Jim Wilson" <[EMAIL PROTECTED]> wrote:
Anyway, we really need this before I animate another
model, that is going to
have to be reanimated or "offset" with a special patch it
up for jsbsim
model.xml file when this problem finally gets fixed.
Best,
Jim
I thou
On 6/3/03 at 3:52 PM Erik Hofman wrote:
>David Luff wrote:
>> The following patches to two Flightgear files are required for Cygwin
>> compilation in order to pickup NOMINMAX - could someone please commit
>them
>> before the release please.
>
>Also done.
>
Thanks.
Cheers - Dave
__
On 6/3/03 at 3:31 PM Erik Hofman wrote:
>David Luff wrote:
>> Current cvs Simgear needs the following patch in order to pick up
>NOMINMAX
>> in the affected file:
>
>Done.
>
Thanks.
Curt - sorry to be a pain, but would it be possible to push out a new
release with this fix?
Cheers - Dave
On 6/3/03 at 3:32 PM Erik Hofman wrote:
>Melchior FRANZ wrote:
>> while hunting for use of uninitialized values, I found out that
>> aptElev in FGGround::DoRwyDetails() is never set to an actual
>> airport elevation. This variable potentially contains random
>> data, though it seems to be implicit
David Luff wrote:
The following patches to two Flightgear files are required for Cygwin
compilation in order to pickup NOMINMAX - could someone please commit them
before the release please.
Also done.
Erik
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