Andy Ross wrote:
Jim Wilson wrote:
It appears that the thrust/altitude curve is a bit too steep. [...]
Also there seems to be a greatly exagerated ram effect (not sure of
correct term). It seems that airspeed changes might be affecting the
thrust value too greatly, but I don't have a feel for
David Megginson wrote:
I'd be happy to supply my own, but I make different tradeoffs than
Curt -- I add roads, rivers, railroads, and small towns, villages, and
lakes, but I build with with a minimum angle of 0 so there are
occasional artifacts in hilly terrain; I also use vmap0 for almost
Keith Wiley wrote:
In particular, to ditch the data dump to the cmd window, but where can I
find a comprehensive list. I don't see this stuff on the website
anywhere.
Just do ./configure
this will give a full list of the possibilities.
Yours is: --disable-logging
Erik
[EMAIL PROTECTED] wrote:
Keith, unfortunately Eric's instructions weren't quite right :(
Erik Hofman wrote:
Just do ./configure
this will give a full list of the possibilities.
He meant
./configure --help
of course :)
Yours is: --disable-logging
Actually, it is --without
Michael Basler wrote:
Arnt,
..I'm curious; this magazine reviews other sims flight dynamics,
did they miss all our FDM's?
It's a 1 page review including 4 screen shots. There are no details on
flight dynamics. The author does not even mention/compare different FDMs.
Hmm, this makes me
Curtis L. Olson wrote:
David Findlay writes:
Anyone know if multitexturing is supported by Plib?
As far as I know, it is not.
That would make airports and terrain look much better. Thanks,
Well, yes or no depending on what combinations of textures you pick.
The first (and only)
Gene Buckle wrote:
much of it you can actually hear and how much you feel instead, but
since we cannot shake the user's chair, the rumbling is a good idea.
It's actually more along the lines of a low frequency sound produced *by*
the vibration. I'm going to simulate this by driving a 12VDC
Curtis L. Olson wrote:
Anyone know what is going on with this product/project (Star Flight
Simulator)?
http://www.staridia.com/sfs/
I know a little spanish so I can bluff my way through the web site and
get the general gist of things, but I'm sure I have missed most/all of
the
Could someone confirm that the highres screenshot is still working on
Win32/Linux? I was in the mood for making another FlightGear poster and
decided to take some highres snapshots, but it looks like it doesn't
render the terrain (Irix).
Erik
[EMAIL PROTECTED] wrote:
Stoenworks aviation is in St. Louis Park. That's where I
used to lie.
Jon
Not that it matters, but I meant that's where I used to *live* .
I hope there is a difference?
Erik
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Salman Sheikh wrote:
Hello,
I almost have Flight-Gear compiled for solaris.
I am down to the following error:
../../src/FDM/libFlight.a(LaRCsimIC.o): In function `LaRCsimIC::solve(double *,
double)':
/folks/salman/FlightGear-0.7.10/src/FDM/LaRCsimIC.cxx:382: undefined reference to
Salman Sheikh wrote:
../../src/FDM/libFlight.a(LaRCsimIC.o): In function `LaRCsimIC::solve(double *,
double)':
/folks/salman/FlightGear-0.7.10/src/FDM/LaRCsimIC.cxx:382: undefined reference to
`LLC150'
collect2: ld returned 1 exit status
gmake[1]: *** [fgfs] Error 1
gmake[1]: Leaving
Jon S Berndt wrote:
On Thu, 6 Jun 2002 14:48:49 -0400
David Megginson [EMAIL PROTECTED] wrote:
Lowering flaps does cause a very nasty pitching moment during
low-speed maneuvers on a C172 (i.e. approach, when you're too close to
stall-speed and too close to the ground already) -- not as
David Megginson wrote:
After my intro flight in a Cessna 150 on 5 April, I thought that I
might never want to take the controls of a plane again:
http://www.menet.umn.edu/~curt/lists/fgfs/archive-200204/msg00420.html
Thanks to everyone who encouraged me, both online and offline, I stuck
David Megginson wrote:
Curtis L. Olson writes:
Since we went a couple rounds on this before, I thought I would post
this on the mailing list for discussion first. This patch moves all
the command line help text to an xml file and then loads it at run
time, rather than having the
Jim Wilson wrote:
Curtis L. Olson [EMAIL PROTECTED] said:
Since we went a couple rounds on this before, I thought I would post
this on the mailing list for discussion first. This patch moves all
the command line help text to an xml file and then loads it at run
time, rather than having the
C. Hotchkiss wrote:
Curtis L. Olson wrote:
... patch moves all
the command line help text to an xml file and then loads it at run
time, rather than having the text hard coded into the source.
Sound like a good idea? Any objections?...
It is an obvious and long needed improvement.
David Megginson wrote:
Jim Wilson writes:
There must be a reason for not having it hard coded, but I can't
think of what it would be. Is this just to make minor
spelling/syntax corrections without rebuilding...or are you looking
toward supporting multiple languages?
It would be
David Megginson wrote:
Olivier Grisel writes:
So if we develop such user friendly tools, it might be a
good idea to choose only one gui style so as they get all
the same style.
You work sounds great. I see no harm in having both Java and Python
GUIs -- I'm no Python fan myself
Olivier Grisel wrote:
It don't like SWING ! It don't like SWING !
:)
For Windows users py2exe exists and transorf a wxPython
app into a dummy-windows-user friendly .exe file.
(but have never tested it since I don't have win)
Irix doesn't support motif or gtk ?
Actually, it supports
Jim Wilson wrote:
Probably. One other thing though...what happens if your base package isn't in
the normal place and you fail to specify it's locaiton? Last I knew fgfs
bailed out and would not process the --help directive. Now of course it
couldn't anyway, but a minimal help message
Andy Ross wrote:
I've been playing with the sound system for the A-4. Neat stuff. I
was getting bitten by some strange behavior, though, which I tracked
to an some uninitialized stack variables in fg_sound.cxx. If a sound
is defined without a specific scaling function (i.e., just play this
David Megginson wrote:
information available at a single glance. The alternative is to use
the multi-process model rather than a multi-thread model, and to swap
entire property trees in and out like memory pages; we'll certainly
avoid a lot of bugs that way (because the wrong properties
Andy Ross wrote:
+ At 192 triangles and 6 128x128 textures, this is an expensive
instrument. There were no significant effect on frame rate on my
machine, but we can't be sprinkling gadgets like this around the
panel without hurting someone.
Well, it spoiled the fun for me. FPS from
Jon Berndt wrote:
Odd. Seems to work OK for me.
It's there, now. Must have been a momentary glitch.
Guys, don't get too excited.
Erik
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Tony Peden wrote:
On Sat, 2002-06-22 at 07:30, Erik Hofman wrote:
Jon Berndt wrote:
Odd. Seems to work OK for me.
It's there, now. Must have been a momentary glitch.
Guys, don't get too excited.
The link is supposed to take you here:
http://sourceforge.net/projects/thplot
maybe
ace project wrote:
In my previous mail (Multplayer efforts ?) We asked
for the status on multiplayer-capabilities. We
received responses that suggested that such an engine
was not maintained for a while.
True.
We ourselves could use the engine for adding NPC to
the project, but thats
Hi,
Good news (if you ask me)! I have an ECMA (Java)Script running in
FlightGear, accessable true the menu (actually dynamically controllable
trough a scripts.cml file). I now can toggle the sound on and of using
JavaScript!
There is a small proble though, is there any way to pass an
Norman Vine wrote:
There is a small problem though, is there any way to pass an
argument to
a PLIB menuBar Callback function?
NO
use class data members, global variables or functions to get
the 'arguments' within the callback()
PLIB questions should really be asked on the PLIB list
David Megginson wrote:
Erik Hofman writes:
Good news (if you ask me)! I have an ECMA (Java)Script running in
FlightGear, accessable true the menu (actually dynamically controllable
trough a scripts.cml file). I now can toggle the sound on and of using
JavaScript!
Wow
David Megginson wrote:
Erik Hofman writes:
and (2) small? We can already do scripting, of course, though
-rwxr-xr-x1 erik user 826244 Mar 13 14:19 libjs.so
I'm actually more concerned about the source tree size.
-rw-r--r--1 erik user 648823 May 12
Norman Vine wrote:
Erik Hofman writes:
Isn't there any trick with the puObject member either (I just need to
know which menu entry is causing the callback)?
why not just use use the puObject pointer
/* print the 'menu text' of calling menu entry on stdout */
void
Andy Ross wrote:
David Megginson wrote:
Erik Hofman writes:
-rw-r--r--1 erik user 648823 May 12 2001 js-1.4-2.tar.gz
-rw-r--r--1 erik user 1046117 Mar 13 19:12 js-1.5-rc4.tar.gz
What does everyone else think?
I dunno. That's awfully big. JavaScript isn't
David Megginson wrote:
Erik Hofman writes:
-rw-r--r--1 erik user 648823 May 12 2001 js-1.4-2.tar.gz
-rw-r--r--1 erik user 1046117 Mar 13 19:12 js-1.5-rc4.tar.gz
Does anyone know of a smaller ECMAScript implementation?
We might want to go for js-1.3
David Megginson wrote:
Erik Hofman writes:
-rw-r--r--1 erik user 648823 May 12 2001 js-1.4-2.tar.gz
-rw-r--r--1 erik user 1046117 Mar 13 19:12 js-1.5-rc4.tar.gz
What does everyone else think? Should this be bundled unpacked in the
SimGear source tree
David Megginson wrote:
Erik Hofman writes:
We might want to go for js-1.3 then:
-rw-rw-r-- 1 22 22481442 Sep 1 1998 js-1.3-1.tar.gz
Could we trim that down by another 75% or so?
A quck look reveiled:
-rw-r--r--1 erik user 338033 Jun 27 21:03 src.tgz
Curtis L. Olson wrote:
It would be interesting to see if the current differences in the
values amount to a single bit difference or something larger. If they
are just a bit (literally) different from each other, then doing the
math in double precision might not help ... if the double
David Megginson wrote:
Erik Hofman writes:
or do you mean:
fgfs.set
fgfs.setBoolean
fgfs.get
fgfs.getBoolean
Yes, that stuff. It looks reasonable.
Reasonable???
It's the same syntax you used for the Java library!
:-)
Erik
Norman Vine wrote:
Have you looked at SWIG ???
No, I dont know the package.
The reason I ask is this looks nearly identical to the code SWIG
would output for JavaScript from a SWIG interface file for
fgSetString(char * , char *)
The beauty of using SWIG is that the same interface
FlightGear folks: how do you want to handle this? We can [1] use the
new fonts, which won't render well (very W I D E spacing) in unpatched
versions of plib, [2] use a slightly hacked new-style font that chops
off a few characters but renders with appropriate spacing in all
versions of
Hi,
I've placed the javascript code on my website at:
http://www.a1.nl/~ehofman/fgfs/download/avascript-20020628.tar.gz
http://www.a1.nl/~ehofman/fgfs/download/fgfs_base_script-20020628.tar.gz
This is very preliminary code, but should give you a hunch.
BTW, this needs the javascript library
Erik Hofman wrote:
Hi,
I've placed the javascript code on my website at:
No I haven't. Can find the location of my homepages on my ISP's
webserver ... :-(
Erik
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Hi,
I found anouther Freeware JavaScript implementation which looks smaller
than the one provided bij Mozilla and supports ECMA Script level 3. It
isn't much smaller, but at least it is completely LGPL.
http://www.bbassett.net/njs/
Erik
___
David Megginson wrote:
Andy Ross writes:
But the language itself is pretty mild. It's a lot like perl and
python -- hashes and vectors are the core data structures, with syntax
support for common idioms like regular expressions and function
calling. Object naming is represented
Christian Mayer wrote:
Marcio Shimoda wrote:
BRAZIL
2002 World Cup Champion
And we are 2nd (GERMANY)
Hmpf.
:-)
Erik
(NL)
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Erik Hofman wrote:
Andy Ross wrote:
Hrm? I don't think that's possible in the new architecture; the panel
renders into the model's scene graph, it doesn't touch the view
information anymore. Are you sure you have current code? This sounds
like you might be looking at a 2D panel while
John Check wrote:
On Monday 01 July 2002 4:37 am, Erik Hofman wrote:
I think I've found the problem. I grab the base package using rsync, and
that version doesn't seem to be up-to-date. Even the new crop textures
aren't included yet.
It's fixed now, sorry about that.
No problem, things can
David Megginson wrote:
Erik Hofman writes:
Well, I know that (for instance) mustang pilots had to land
side-slipping, and taxi zig-zagging to get an eye on the runway.
Forward slipping, probably (since that would have the plane's axis at
an angle to the runway, while a side slip
Hi,
I finally could put my new JavaScript source on my website.
It is not complete, but gives something to play with.
http://www.a1.nl/~ehofman/fgfs/download/javascript-20020701.tar.gz
http://www.a1.nl/~ehofman/fgfs/download/fgfs_script-20020702.tar.gz
Erik
Gene Buckle wrote:
What's the aim of adding this kind of scripting to FG? I missed the
intial discussion and I'm curious. A pointer to the subject of the
original message would be great.
http://mail.flightgear.org/pipermail/flightgear-devel/2002-June/008720.html
Erik
Tony Peden wrote:
On Wed, 2002-07-03 at 11:40, David Megginson wrote:
Tony Peden writes:
I don't know how many interdependencies there are, but the js related
source and headers total 142k.
Check that, 212k.
That's pretty close. I wonder how bad the dependencies are.
OK,
Norman Vine wrote:
Hi All
I got a considerable boost in the frame rate from the following
patch to PLib. ~25% at default startup location
I am trying to determine if this also true for 'most' systems
before advocating it's inclusion into PLib
If you do test this please report
ace project wrote:
--- Billy Verreynne [EMAIL PROTECTED] wrote:
All packets will (hopefully) support compression
using
zlib.
At software level? I would be hesitant to do this
myself. Compression and
decompression can become an overhead and result in
being the bottleneck, instead
of network
Erik Hofman wrote:
Which reminds me. About two years ago I had some interrest in a *very
small* real-time compression algorithm I saw on freshmeat.net
It has absolute real time (small memory footprint) decompression and
semi-realtime compression (if I recall all that correclty).
Ah, here
Hi,
Today I've sent some new textures to David (which he hopefully will
commit somewhere in the next weeks). But the result is such that I want
to let you know about it:
http://www.a1.nl/~ehofman/fgfs/download/fgfs-urban.png
Please note the new industrial site at the start of the runway,
Christian Mayer wrote:
Erik Hofman wrote:
I've also created some new glacier and snow textures but I still have to
find a location where I could check them :-/
Try the Prince William Sound (look at the screen shot galery on the FGFS
homepage as a reference)
Eh, what's the airfield code
Christian Mayer wrote:
Hm, couldn't find it on the gallery any more (perhaps it was postet only
on the mailing list). But the gallery shows me that Juneau (PAJN) has a
glacier near by...
Yeah, I found that one. It's a nice place to fly!
Thanks.
Erik
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
have the northern alaska scenery, head NNW from KAFA (Fairbanks) to find lots
of glacial terrain, Denali (Mt McKinley).
Err...thats what i get for doing this from memory. It's PAFA for Fairbanks :-)
Oh no, not again. It _really_
Andy Ross wrote:
Erik Hofman wrote:
Today I've sent some new textures to David (which he hopefully will
commit somewhere in the next weeks). But the result is such that I
want to let you know about it:
Wow! This is magnificent. I've always hated the city texture (too
yellow, too
David Megginson wrote:
Over the weekend, I finished my first take on dynamically-placed
scenery objects.
I've tried it and it looks quite nice. It seems to have a very low
footprint (concerning framerate) so that's excelent as well. The only
problem I have is it either leaks memory like
David Megginson wrote:
Erik Hofman writes:
I've tried it and it looks quite nice. It seems to have a very low
footprint (concerning framerate) so that's excelent as well. The only
problem I have is it either leaks memory like crazy (about 4Mb per
second) or it ernlarges
Billy Verreynne wrote:
ace project [EMAIL PROTECTED] wrote:
- I will post the encaptulation protocols tommorrow,
when I have translated their essence to English (they
are in Dutch atm, anybody wants them in Dutch ?)
Geen probleem.
I can read Dutch without too much of a problem. But then (too
David Megginson wrote:
Erik Hofman writes:
If it would be 27Mb only, there wouldn't be a problem for me because
FlightGear without dynamic objects leaves 39Mb spare memory.
The problem seems to be that there are a lot of extra SSG nodes
attached to every tile in the cache (one
Curtis L. Olson wrote:
Erik Hofman writes:
Ouch, that's too much for me. I've 192 Mb internal memory which is
shared with the video adaptor (and textures).
Erik
(Does anybody have an Octane/MXE to give away?)
Perhaps we could add a property that specifies a percentage of the
random
Martin Spott wrote:
Billy Verreynne wrote:
ace project [EMAIL PROTECTED] wrote:
- I will post the encaptulation protocols tommorrow,
when I have translated their essence to English (they
are in Dutch atm, anybody wants them in Dutch ?)
Geen probleem.
Ik zal da ook kunnen lezen - zo doe
David Megginson wrote:
I've just checked in a major revision to my new randomly-placed object
code: it cuts down the memory usage a fair bit and eliminates long
pauses when complex tiles fall out of the cache. There are still some
stutters at very high speeds (i.e. 3000kt), but at normal
David Megginson wrote:
David Megginson writes:
2. I used callbacks to prevent empty object branches from being
culled. Perhaps a placeholder with a dummy bounding sphere would be
better, since we'd still get FOV culling, but this will need more
work.
I'll look more
David Megginson wrote:
Here's the current state of randomly-placed scenery objects in
FlightGear. This shot shows a farm with a city in the background:
http://www.megginson.com/flightsim/farm-and-city.png
How peacefull
:-)
Now, adding some nice urban textures might even further
David Megginson wrote:
Dave Perry writes:
1.When I run fgfs with the switch
--prop:/sim/rendering/dynamic-objects=true
per David Meggison's posting, I don't get any buildings or
trees. I do get the
photo real scenery.
There will be no objects
David Megginson wrote:
Erik Hofman writes:
Not to be picky here, but what's the deal with the lolly-pop thingy? I
think it's better placed in the built-up area only if you'd ask me.
It's a water tower -- in North America you typically get one in a
small town (usually with the town's
Curtis L. Olson wrote:
Norman Vine writes:
Curtis L. Olson
Norman Vine writes:
I think you are on to something !
That would explain the lightening of the clouds
with each pass. BUT this only started after I
updated my code the other day !. Also I never
had the 'text' texture
Right now
How about this for demonstration purposes?
http://openbrick.org/
Erik
(Funded from selling the mergendise off course)
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Martin Spott wrote:
looks promising. Unfortunately it lacks the front gear and I hardly
manage to get it into the air:
I've sent an update to both Jon and Tony which should make it almost
flyable. In other words: the F-16 needs more work ...
;-)
Erik
Hi,
Can someone explain me how to erase a member from an STL vector?
I've tried several things, but it looks like it isn't removed anyhow.
Erik
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David Megginson wrote:
Erik Hofman writes:
Can someone explain me how to erase a member from an STL vector?
I've tried several things, but it looks like it isn't removed anyhow.
You need to use erase(), passing in an iterator (yes, I know, I hate
STL iterators too -- another idea
Jon S Berndt wrote:
On Thu, 03 Oct 2002 17:06:28 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
Is there an easy way to get an itterator from an indexed value (e.g.
value[1]), or do i need do to everything with iterators then?
Erik
What, exactly, are you trying to do?
I'm creating
John Wojnaroski wrote:
With the latest CVS for SimGear and FG (updated 20:00 PDT) seeing
Unable to detect the current language
./test: line 5 9148 Segmentation fault yada yada yada
Wasn't paying attention to the discussions on internationalization -- did I
miss something?
Base
Norman Vine wrote:
how about
vector v;
v.erase(v.begin()+index);
Yep. that was it.
Thanks Norman
Erik
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David Megginson wrote:
-- I think that plib's avoiding STL is just silly --
I can understand it: it saves them from all the STL related cruft that
FlightGear has to carry along. I think STL wasn't matured enough when
FlightGear started to use it, but it's staring to come along lately
Jon Berndt wrote:
Who emptied the fuel tanks?
I took it out for a trip on thursday. I must have forgotten to fill it
up again. Sorry guys.
Erik
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Curtis L. Olson wrote:
I know this is probably opening a can of worms, but I just thought I'd
throw this out to the list now so people could start thinking about
and/or discussing the issues.
Currently SimGear is a set of libraries, each of which is licensed
under the *L*GPL.
FlightGear
Curtis L. Olson wrote:
James A. Treacy writes:
You should get as close to 100% of the contributors to agree as you
can get. Flightgear needs to be prepared to remove any code written by
someone who disagrees or who couldn't be contacted and appears later
on.
FWIW, wine did this earlier this
David Megginson wrote:
Erik Hofman writes:
Well, to be honnest. I've been thinking of restricting some of my
contributions even more (configuration files, textures, etc) so it can
be used for non commercial purposes only.
Unfortunately, that would force their removal from
Michael Selig wrote:
I have a few models that run w/ the --enable-auto-coordination flag in
the startup command line. Is there a way to do this in the *-set.xml
file instead? If it is possible, I'd like to make such a change w/ my
Wright Flyer model on the cvs.
Just add:
sim
John Check wrote:
Theres nothing abot the licensing terms of the base package
that would prevent the scenario of which he speaks.
FWIW Erik, I understand how you feel, but OTOH thats the GPL.
Yep, GPL covers almost anything, but I'm not so sure LGPL does.
Erik
Norman Vine wrote:
FYI
http://www.boeing.com/news/releases/2002/q4/nr_021018m.html
Heh, the next thing will be to remove that glass shell in the front and
call it a AUV ...
Erik
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Simon Fowler wrote:
Actually, I just got the same error with (according to GL/gl.h) Mesa
3.4, so that's not it.
And it went away again, when I stopped defining GL_GLEXT_LEGACY . .
In Mesa 3.4's gl.h glPointParameterfvEXT is wrapped in a #ifdef
GL_GLEXT_LEGACY (as is glActiveTextureARB in
Roman Grigoriev wrote:
Hi guys!
runway lights are really impressive!
so there is some minor thing todo: landing lights
but here is huge problem - multitexturing
Steve don't want to include in plib some patches to make multitexturing and
he wait for OpenGL2.0 with shaders
so we have to implement
John Check wrote:
On Wednesday 23 October 2002 11:48 pm, Curtis L. Olson wrote:
I just fixed a bug in the tile freeing code which accounted for the
very long pauses people were seeing after flying for a while.
Cool, but it breaks for gcc3.2 line 704 of tileentry.cxx needs std::cout
Norman Vine wrote:
FYI
http://www.aechelon.com/media/images_psi.html
Hmm, not too bad.
Erik
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Duh, wrong mailinglist.
Erik
---BeginMessage---
Hi,
I was just thinking;
Does somebody have some spare time to design a FlightGear Aircraft Paint
Scheme? This could be usefull for de-politicalizing FlightGear (and it
is just fun to have).
Erik
---End Message---
Jon Stockill wrote:
On Thu, 17 Oct 2002, Jim Wilson wrote:
Hmmm... I did a google on spirit level wright flyer and nothing came up.
Any idea what it looks like?
A glass of brandy?
I was actualyl joking, but now you come to mention it, it probably would
have been quite handy for them
Norman Vine wrote:
'Johnny' wrote:
Now, what broke?
The 2D HUD
You still haven't answered what it is you want,
The functionality of the 2D HUD
Seriously, name your requirement
Seriously, The functionality of the existing 2D HUD
and we can try to meet it.
Thank you very much for the
Curtis L. Olson wrote:
My buddy who is now officially a King Air pilot was speculating on
what sorts of things could catch an experienced pilot off guard ... if
you have a runaway prop govener failure, it can make the plane react
like the _other_ engine went bad. If you try to shut that down to
Andy Ross wrote:
I give up; I withdraw the HUD patch. Too many people want the code to
stay the same to make it a good basis for doing 3D cockpit work, even
Hmm, so far I've heard just two people who wants (just) the old HUD
code, I for one would like to see the new code (also) included.
Hi,
After a long search I finally found the digital elevation model data of
The Netherlands (up to 5 meter resolution!), but then discovered it
isn't free.
:-(
Erik
(Time to contact some politicians over here.)
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Curtis L. Olson wrote:
Erik Hofman writes:
Hi,
After a long search I finally found the digital elevation model data of
The Netherlands (up to 5 meter resolution!), but then discovered it
isn't free.
:-(
It just doesn't seem right that they would charge money for a big file
with the number
Norman Vine wrote:
Hi All
I have placed a tarball of hud.cxx hud.hxx that contains
a modified version of Andy's patch that implements the
3D HUD as the 'normal' and the 2D HUD as the 'minimal'
HUD.i and shift I keys
I am not submitting this as a patch to Curt in that it has
significant
Norman Vine wrote:
Erik Hofman writes:
Norman Vine wrote:
I am not submitting this as a patch to Curt in that it has
significant whitespace changes
These are the same files, but in the original layout:
http://www.a1.nl/~ehofman/fgfs/download/FlightGear-HUD-20021031.tar.gz
It's actually
Hi,
If you feel like going the distance,
If you feel like going the speed:
http://www.a1.nl/~ehofman/fgfs/download/f104.tar.gz
But beware,
It's beta!
Erik
PS. Jon, David, Tony, this file contains the latest configuration file
which could be included in JSBSim.
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