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
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
The description for the airport data appears to be out of date.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
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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* 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 to assign
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
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 of
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
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
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