Hi Yves,
I am new to flightgear development. I have been looking into improving the
cessna cockpit lately. For details, you can read this thread on the forum
http://www.flightgear.org/forums/viewtopic.php?f=14&t=9249
Some of the c172p instruments are taken from Aircraft/Instruments-3d rather
t
Hi All,
I just committed a small patch to gitorious that allows the traffic manager to
collect aircraft usage information for a given airport. The reason for this is
the following: The traffic manager itself is a rather slow, low priority
process, that updates positional information at a very s
Jean Pellotier wrote
> Le 29/08/2010 11:16, Vivian Meazza a écrit :
> > jean pellotier wrote
> >
> >
> >> Le 28/08/2010 22:49, Vivian Meazza a écrit :
> >>
> >>> AFAIKS in the code an aircraft gets a TACAN if the callsign is MOBIL1
> >>> (060X), MOBIL2 (061X), or MOBIL3 (062X). On the other hand i
Le 29/08/2010 11:16, Vivian Meazza a écrit :
> jean pellotier wrote
>
>
>> Le 28/08/2010 22:49, Vivian Meazza a écrit :
>>
>>> AFAIKS in the code an aircraft gets a TACAN if the callsign is MOBIL1
>>> (060X), MOBIL2 (061X), or MOBIL3 (062X). On the other hand if the
>>>
>> callsig
Am 30.08.10 09:47, schrieb HB-GRAL:
> Am 30.08.10 09:27, schrieb Erik Hofman:
>> On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
>>> Hey, this is to much for me. Can someone help? (I apologize in advance
>>> if this is a known issue and tree code is not finished yet, I couldn’t
>>> find any posti
Am 30.08.10 09:27, schrieb Erik Hofman:
> On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
>> Hey, this is to much for me. Can someone help? (I apologize in advance
>> if this is a known issue and tree code is not finished yet, I couldn’t
>> find any postings about.)
>
> I think the trees are rend
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
> Hey, this is to much for me. Can someone help? (I apologize in advance
> if this is a known issue and tree code is not finished yet, I couldn’t
> find any postings about.)
I think the trees are rendered using a shader now. And for shaders the
t
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