Hi All,
A patch to the Nasal limits code is available from
http://www.nanjika.co.uk/flightgear/limits2.tar.gz.
It consists of
- An improved limits.nas file using property listeners and the new Nasal
display code instead of timers and the original C-based display.
- Support for multiple flap limit
Martin Spott wrote:
Tiago Gusmão wrote:
Anyway, my biggest problem right now is that it's eating 10fps in my
GF4MX without actually drawing anything.
Any tips for increasing performance in render-to-texture? If not, is
this performance unacceptable?
I think you are actually facing t
Tiago Gusmão wrote:
> Anyway, my biggest problem right now is that it's eating 10fps in my
> GF4MX without actually drawing anything.
> Any tips for increasing performance in render-to-texture? If not, is
> this performance unacceptable?
I think you are actually facing the most obvious problem
Hi
I've been working in making an animation to create HUDs and glass
cockpit instruments (and whatever other uses someone comes up with).
The idea is:
-render the geometry that composes the instruments (something that is
like a bunch of layers) into a texture, using orthographic projection
Dene,
Thanks for the references. Ron explained where I had messed up, but it
is useful
to get the definitions. I had forgotten that the runways came fro the
Xplane site.
Rex
dene maxwell wrote:
Hi Rex,
Having been through a similar experience recently, I appreciated the
following two li
Ron,
Thank you, I had left the KSFO preference in and not overridden it
with 27R instead,
then got the 28R into my head. Works fine now.
Rex
Ron Jensen wrote:
Rex,
According to Airnav's database ( http://www.airnav.com/airport/KSEE )
KSEE has runways 09L/27R, 09R/27L and 17/35. Like
Rex,
According to Airnav's database ( http://www.airnav.com/airport/KSEE )
KSEE has runways 09L/27R, 09R/27L and 17/35. Like Martin said, there is
no runway 28 anything at KSEE.
If you're running linux (or have a Cygwin console) from the FGRoot
directory issue the command:
zgrep -A3 KSEE Airpor
* Andy Ross -- Tuesday 14 February 2006 18:05:
> Melchior FRANZ wrote:
> > My little Nasal console:
> >
> > http://members.aon.at/mfranz/nasal-console.jpg [23 kB]
>
> Nice. :)
It's just a simple xml dialog, added to my "Debug" menu. Should
be useful to test aircraft functions without having
Hi Rex,
Having been through a similar experience recently, I appreciated the
following two links;
1) Most recent apt.dat.gz;
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Airports/?cvsroot=FlightGear-0.9
and
2) apt.dat definition
http://x-plane.org/home/robinp/FileDef.htm
Hope t
Melchior FRANZ wrote:
> My little Nasal console:
>
> http://members.aon.at/mfranz/nasal-console.jpg [23 kB]
Nice. :) I get all teary-eyed when I see stuff like this.
Andy
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But still, if I want to start on runway 28R, how do I make it
available? It was in the older data base.
Rex
Martin Spott wrote:
Rex wrote:
The description for the airport data appears to be out of date.
I am using the data file from the FG9.8 vintage, dated Jan 17, 2005,
and I
My little Nasal console:
http://members.aon.at/mfranz/nasal-console.jpg [23 kB]
m. :-)
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Rex wrote:
> The description for the airport data appears to be out of date.
> I am using the data file from the FG9.8 vintage, dated Jan 17, 2005,
> and I want to fly from Gillespie Field in El Cajon, CA (KSEE). The
> program has trouble identifying runway 28L on which it wants to
> start, (why?)
The description for the airport data appears to be out of date.
I am using the data file from the FG9.8 vintage, dated Jan 17, 2005,
and I want to fly from Gillespie Field in El Cajon, CA (KSEE). The
program has trouble identifying runway 28L on which it wants to
start, (why?) but the file identi
Vassilii Khachaturov wrote:
I'm in the mood for building more 3d models for airport ground traffic;
do you have any suggestion/request about that? I assume there's really a
lot of moving vehicles on the ground (in reality), what do you think
could be taken as a priority in order to get some more
> I'm in the mood for building more 3d models for airport ground traffic;
> do you have any suggestion/request about that? I assume there's really a
> lot of moving vehicles on the ground (in reality), what do you think
> could be taken as a priority in order to get some more realistic
> simulation
On Tuesday 14 February 2006 06:28, Mathias Fröhlich wrote:
> Since we now have that feature, I would like to introduce mouse click
> actions for 3D instruments without panel using that code. I believe that
> this will give the 3D instruments a big push ...
Hi Matthias,
This is very good news I th
I'm in the mood for building more 3d models for airport ground traffic;
do you have any suggestion/request about that? I assume there's really a
lot of moving vehicles on the ground (in reality), what do you think
could be taken as a priority in order to get some more realistic
simulation near
Melchior FRANZ
>
> * Josh Babcock -- Tuesday 14 February 2006 01:41:
> > - Support for new animations and effects such as heat-haze and chrome.
> > - Added a function that can intersect any arbitrary vector with the
> > loaded scenery and return the hit point.
> >
> > I seem to have missed the im
* Josh Babcock -- Tuesday 14 February 2006 01:41:
> - Support for new animations and effects such as heat-haze and chrome.
> - Added a function that can intersect any arbitrary vector with the
> loaded scenery and return the hit point.
>
> I seem to have missed the implementation of these two. I'm
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