On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote:
* If it's just the mipmaps. May be we can precompute the mipmaps using the
cpu
in the database loader thread. This would help all textures not only the ones
that could be converted. May be this is the most generic solution.
Ok I'm
On Fri, 2011-12-30 at 16:47 +0200, thorsten.i.r...@jyu.fi wrote:
In case there is any lingering doubt that Flightgear can't deal with
horizon curvature at high altitude:
http://www.flightgear.org/forums/viewtopic.php?f=19t=14844
(taking the X-15 to 270.000 ft)
Done with recent Local
On Thu, 2011-12-29 at 14:37 +0100, Erik Hofman wrote:
On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote:
Could we do dds files without compression but with precomputed mipmaps?
So at next, can you try out which combination of compression/provided
mipmaps/forced simgear
On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
Mathias
I have checked in a change to flightgear to make the use of the compressed
internal formats a starttime configuration option.
I am still interrested if we have that hangs also with texture compression
disabled and without
On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote:
Could we do dds files without compression but with precomputed mipmaps?
So at next, can you try out which combination of compression/provided
mipmaps/forced simgear compression still work fine?
Good Idea, I will try that.
Erik
On Thu, 2011-12-29 at 12:40 +0100, Mathias Fröhlich wrote:
I have checked in a change to flightgear to make the use of the compressed
internal formats a starttime configuration option.
I am still interrested if we have that hangs also with texture compression
disabled and without providing
On Tue, 2011-12-27 at 09:53 +0100, Mathias Fröhlich wrote:
Sorry to step in this so late - probably way too late - but is there a reason
that the on disk format must be compressed?
The previous strategy to have on disk an format that everybody can read and
to
make the driver compress them
On Sat, 2011-12-24 at 10:12 +, James Turner wrote:
On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote:
Thie required extensions are in the effect files. Whatever changes are done
with
the shaders, the effect files *must* contain the minimum condition under
which
gl
On Wed, 2011-12-21 at 10:36 +, Stuart Buchanan wrote:
There IS a script that copies FDMs from JSBSim over to FG to keep them
up to date. However, I don't know if it's working.
It should work properly but is getting increasingly difficult to use
since some models are maintained in JSBSim CVS
On Sat, 2011-12-17 at 17:35 +0200, thorsten.i.r...@jyu.fi wrote:
Does anyone know how to switch AI traffic off? I edited preferences.xml
and autosave to verify that it's set to false, I checked
/sim/ai-traffic/enabled to be 'false' - and yet tons of messages still
pass my screen about AI
On Sat, 2011-12-17 at 19:14 +, Stuart Buchanan wrote:
As I said previously, I'm not seeing massive changes in frame-rates
with these changes. On my
system, running the c172p from KLVK I get 30 fps with 2D clouds and
28-29fps with 3D clouds. However,
the draw time presented by the
On Thu, 2011-12-15 at 23:09 +0100, HB-GRAL wrote:
Attached you find the list. There are 55 BAK12 and 23 BAK14 devices,
156 items total, all in the US and found in recent FAA runway data.
The coordinates comes from column base/reciprocal ends of runways,
published by FAA, assuming myself
On Fri, 2011-12-16 at 09:42 +0100, HB-GRAL wrote:
Am 16.12.11 09:38, schrieb Erik Hofman:
That's probably wrong most of the time. I think the start of the
blastpad is more accurate most of the time.
Oh no! The blastpad is ALWAYS outside the runway. In xplane specs, and
also in FAA
On Mon, 2011-12-12 at 22:58 +0100, ThorstenB wrote:
Btw, is there a way to influence the audio level of AI sounds? Would be
nice if sounds could be muffled in inside views (i.e. cockpit/inside
view), while they should have normal/higher volume in outside views (and
there should be no
On Tue, 2011-12-13 at 09:17 +, Vivian Meazza wrote:
As of this mornings Git with MSVC10 build and WinXP I'm getting this
continuously repeated:
Sound manager: No more free sources available!
I'm working on it. It turned out testing with the UFO alone was not
sufficient.
Erik
On Mon, 2011-12-12 at 00:35 +0100, HB-GRAL wrote:
I guess we will run into some problems finally with keeping closed
airports for historical reason, i.e. when codes move to another
facility. And maybe also some frequencies can change to another facility
in range to the closed one ? Maybe
On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote:
Also textures are just handed over to OpenGL.
This reminds me that vegetation uses a texture strip with 8 different
trees at a size of 256x64 pixels whereas clouds use one texture for
every cloud (puff) using 256x256 pixels. Maybe that
On Mon, 2011-12-12 at 10:56 +0100, Frederic Bouvier wrote:
De: Erik Hofman
On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote:
Also textures are just handed over to OpenGL.
This reminds me that vegetation uses a texture strip with 8 different
trees at a size of 256x64
On Sun, 2011-02-13 at 03:27 +0700, Harry Campigli wrote:
Interesting amongst the comments on that page,
You can net-stream to your LAN through PA as well. Just run the PA
daemon in all your running boxes and each one of them can become a
sink and a source for the others.
That might have
On Sat, 2011-12-03 at 09:50 +, James Turner wrote:
I'm seeing something very similar on Mac at EHAM, except I get messages
continuously during FGFS operation about 'no more sources', which I assumed
was due to every AI aircraft at EHAM requesting a source :)
I've implemented a mechanism
On Mon, 2011-12-12 at 20:22 +0100, ThorstenB wrote:
Hi Erik,
Am 12.12.2011 13:31, schrieb Erik Hofman:
I've implemented a mechanism to free OpenAL sources that are farther
away than max-distance (3km for the current AI models). This might solve
your problems, although it is not a one
On Mon, 12 Dec 2011 21:59:35 +0100
ThorstenB bre...@gmail.com wrote:
Am 12.12.2011 21:22, schrieb Erik Hofman:
That's the problem of the AIModel code that models hardly any properties
suitable for sound playback.
Not in this case. I had experimented with the AI balloons. I have pushed
On Fri, 2011-12-09 at 22:48 +, Martin Spott wrote:
Erik Hofman wrote:
There already is, fgdata/Sounds
If more than 4 aircraft use the same file I'd say put them there
instead.
Coordinating aircraft development errm, teaching pigs how to
fly !? ;-)
I have to try once
On Sat, 2011-12-10 at 00:49 +0100, HB-GRAL wrote:
Am 08.12.11 13:36, schrieb HB-GRAL:
Hi all
Hi again
About marking closed airports in apt.dat:
- marking the name with [X] might be closer to charts I guess and
most airports marked as closed in apt.dat comes with the x
- removing x
On Sat, 2011-12-10 at 11:14 +0100, HB-GRAL wrote:
The airports marked as closed are closed at all, no service. And for
temporary closed runways you will need NOTAM I think, or not?
I don't think NOTAMS are good enough for permanently closed runways.
Erik
On Fri, 2011-12-09 at 12:21 +, TDO Brandano wrote:
I think the most compatible solution would be to either downmix them
to mono, or convert them to two mono samples to be played concurrently
but offset from their original position by an amount directly
proportional to the distance from the
On Fri, 2011-12-09 at 15:19 +0100, ThorstenB wrote:
I'd propose that aircraft maintainers have time to fix the stereo files
themselves, say until early January. We're going to branch off the 2.6
release (fg/sg/fgdata) on January 17th. We could convert any remaining
stereo sound files
On Fri, 2011-12-09 at 18:29 +0100, ThorstenB wrote:
Yes, I'll do that. I added a MD5 checker to my script - interesting to
see how many copies we already have. Considering the size of many sound
files, this is also an issue which blows up our repository. Yes, I know
it's handy to have all
On Tue, 2011-12-06 at 20:05 +0100, Durk Talsma wrote:
Hi All,
Using the following command line options, I am seeing a dramatic increase in
memory consumption, in just a few seconds, up to the point where flightgear
becomes unusable (top reporting that flightgear uses more than 85% of
On Tue, 2011-12-06 at 00:08 +0200, Tuomas Kuosmanen wrote:
Hello.
I am working on some XML 2D gauges for our aviation club flight
training device. We have a twin engine trainer I built over the years
which runs on top of MS Flight Simulator, and I am making a flightgear
setup for it to have
On Tue, 6 Dec 2011 20:00:42 +0100
Durk Talsma durk.tal...@ugent.be wrote:
Hi All,
Using the following command line options, I am seeing a dramatic increase in
memory consumption, in just a few seconds, up to the point where flightgear
becomes unusable (top reporting that flightgear uses
On Mon, 2011-12-05 at 10:55 +0100, kreuzritter2000 wrote:
I wonder how X-Plane solved that, they're using an irregular grid too,
but the texture borders look rather seamless which makes the visual
quality very realistic.
On Sat, 2011-12-03 at 09:50 +, James Turner wrote:
I'm seeing something very similar on Mac at EHAM, except I get messages
continuously during FGFS operation about 'no more sources', which I assumed
was due to every AI aircraft at EHAM requesting a source :)
This seems like a hardware
On Fri, 2011-12-02 at 20:44 +0100, ThorstenB wrote:
Hi Erik et al,
sound support is broken here (GIT of today). When I start with the UFO
at an airport with AI traffic, e.g. KSFO, then I hear a roar for a few
seconds during start-up - but then there is silence for the rest of the
On Sat, 2011-12-03 at 13:13 +0100, Arnt Karlsen wrote:
..how exactly are we supposed to explicitly pick
one of these with the --sound-device option?
--sound-device=0. PulseAudio Software Explicitly
specify the audio device to use? Yes, I have
tried quite a few
On Sat, 2011-12-03 at 10:30 +, Alasdair Campbell wrote:
With default airport KSFO, I am unable to get past the splash screen.
Starting at my local EGPF, FG starts OK, but hangs with log(info)
showing:
Traffic manager: Creating AIModel from:EGPF-EGKK.xml
Route from EGPF to EGKK. Set
On Sat, 2011-12-03 at 11:21 +0100, Erik Hofman wrote:
Alright, this is confirmed with OpenAL-Soft but it works with my own
implementation. This gives me a hunch though.
I have it sort of working now (using the code in git) but this requires
the master sound switch to be disabled and enabled
I've sorted out where things go wrong (last update in git, which
basically disables aimodel sounds again). But I have to go and will not
be back until tomorrow morning so as far as I can tell the sound is in a
working state again.
If someone feels brave, please go ahead and take a look if you
On Sat, 2011-12-03 at 15:31 +0100, Arnt Karlsen wrote:
On Sat, 03 Dec 2011 13:28:56 +0100, Erik wrote in message
You select one of the devices like this:
--sound-device=ALSA Software on HDA Intel [STAC92xx Digital]
(hw:0,1)
..ok, this is the _only_ acceptable --sound-device syntax???
On Fri, 02 Dec 2011 20:44:06 +0100
ThorstenB bre...@gmail.com wrote:
Hi Erik et al,
sound support is broken here (GIT of today). When I start with the UFO
at an airport with AI traffic, e.g. KSFO, then I hear a roar for a few
seconds during start-up - but then there is silence for the
On Mon, 2011-11-28 at 15:57 +, Alan Teeder wrote:
This was sent directly to me. Does anyone know what her problem is
likely to be?
(I, and others , have already given several answers to this question
on the FG forum)
Alan
From: Iervolino Fatima
After having compiling in
On Sun, 2011-11-27 at 00:37 +0200, Vadym Kukhtin wrote:
Great!
With
pathSounds/exhaust_loop.wav/path
it sounds much better.
And with bigger volume factor and smaller reference dist, at rotate
speed AI sounds very natural.
Great, now what's missing for really good sound is a property to
On Sat, 2011-11-26 at 08:20 +0100, Durk Talsma wrote:
On 26 Nov 2011, at 01:43, Erik Hofman wrote:
It's not very loud (I didn't want to annoy anyone too much) but it
should be there.
Also, but unrelated, for me all the AI models of the Traffic
subsystem seems to pack together
On Fri, 2011-11-25 at 22:44 -0800, Michael Sgier wrote:
So AeonWave is a complete replacement for OpenAL? Must be...now could it do
synthetic speech as used for X-Plane's ATC?
Yes it is OpenAL and more, but it's not a speech synthesizer.
Erik
On Thu, 2011-11-24 at 22:49 +, Martin Spott wrote:
Erik Hofman wrote:
On Thu, 2011-11-24 at 10:39 +, Alan Teeder wrote:
error: unable to create file Aircraft/Tecnam-P92/Nasal/p9*2.nas
(Invalid argument)
I've renamed it to p9X2.nas, I didn't see any reference to it anyhow
Hi,
I've committed the first AI model sound code now.
At this time it's probably a bit annoying because there are too little
properties (or too little are actually updated) to create a proper sound
configuration so all 737 and 747 aircraft now just have the engines
running at a constant rate. At
On Fri, 25 Nov 2011 22:15:27 -
Vivian Meazza vivian.mea...@lineone.net wrote:
Erik
I've committed the first AI model sound code now.
At this time it's probably a bit annoying because there are too little
properties (or too little are actually updated) to create a proper sound
On Thu, 2011-11-24 at 10:39 +, Alan Teeder wrote:
This is what I am seeing here:-
git.exe pull -v --progress origin
From git://gitorious.org/fg/fgdata
= [up to date] PRE_OSG_PLIB_20061029 -
origin/PRE_OSG_PLIB_20061029
= [up to date] master - origin/master
= [up to
On Sun, 2011-11-20 at 18:04 +0100, Erik Hofman wrote:
On Sun, 2011-11-20 at 16:04 +0100, Durk Talsma wrote:
Hi Erik,
I'll try to have a look next week, although admittedly, the relation
between the AI models code and the property tree is not really the stuff
I'm intimately familiar
Hi,
On Mon, 2011-11-07 at 12:53 +0100, Erik Hofman wrote:
Some of you might already be aware of the fact that have been developing
a 3D audio library for quite some time. Now is the time to call for a
larger group of beta testers.
The software is a replacement for OpenAL on linux
On Tue, 2011-11-22 at 08:10 -0800, Gene Buckle wrote:
Congrats on the release Erik!
Thanks!
Does your new sound system or OpenAL itself allow you to specify the
origin of a sound as an x/y/z offset from a central point?
AeonWave allows for multiple sounds with an offset to a center point of
On Tue, 2011-11-22 at 08:53 -0800, Gene Buckle wrote:
Does your new sound system or OpenAL itself allow you to specify the
origin of a sound as an x/y/z offset from a central point?
AeonWave allows for multiple sounds with an offset to a center point of
an audio-frame. Moving or
On Tue, 2011-11-22 at 21:44 +0200, Adrian Musceac wrote:
The problem with small textures is that patterns on them become very visible
at high altitudes. On the other hand, good textures with no visible repeating
features are quite hard to obtain. I've tested on my setup with up to
Hi,
I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;
I have a hard time figuring out how to get the sound/path property from
an AI XML configuration file. The path needs to be set in
src/AIModel/AIBase.cxx line 317
On Sun, 2011-11-20 at 16:49 +0100, ThorstenB wrote:
Am 20.11.2011 15:40, schrieb Erik Hofman:
I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;
That literally sounds like a great new feature :).
Oh, since we've
On Sun, 2011-11-20 at 16:04 +0100, Durk Talsma wrote:
Hi Erik,
I'll try to have a look next week, although admittedly, the relation between
the AI models code and the property tree is not really the stuff I'm
intimately familiar with.
Thanks, I'll also keep searching in the mean time.
On Sat, 2011-11-19 at 18:47 +1100, George Patterson wrote:
Considering the last release was August, what's to be gained by
another release in the next couple of months?
What would be on the Release feature List of improvements?
Well I've seen some pretty impressive shader and landclass
On Sat, 2011-11-19 at 10:55 +, Martin Spott wrote:
Erik Hofman wrote:
Well I've seen some pretty impressive shader and landclass geometry
improvements [...]
Landclass geometry ? You mean texture coordinate size ?
Actually I meant the addition of curved taxiways and the ability
On Sat, 2011-11-19 at 11:13 +, Martin Spott wrote:
Erik Hofman wrote:
Actually I meant the addition of curved taxiways [...]
Well, that's TerraGear and thus mostly unrelated to the release cycle
of SimGear/FlightGear, especially as long as the respective developers
consider
On Mon, 14 Nov 2011 14:14:28 -0600
Curtis Olson curtol...@gmail.com wrote:
Does anyone know if the make data-tar target got carried over some how to
the new flightgear cmake build system? I could recreate this as a shell
script and maybe that's a better way to do this, but I don't want to
On Mon, 2011-11-07 at 18:26 +, James Turner wrote:
On 7 Nov 2011, at 17:07, Martin Spott wrote:
Ok, I conclude: LIB_POSTFIX im Simgear doesn't work as expected ;-/
I think we have a 'thinko' in the module - looking at the code, we're using:
install (TARGETS ${libName} ARCHIVE
On Tue, 2011-11-08 at 11:07 +0100, Arnt Karlsen wrote:
On Tue, 08 Nov 2011 10:03:42 +0100, Erik wrote in message
IF(CMAKE_SIZEOF_VOID_P MATCHES 8)
SET(LIB_POSTFIX 64 CACHE STRING suffix for 32/64 dir placement)
MARK_AS_ADVANCED(LIB_POSTFIX)
ENDIF()
IF(NOT DEFINED LIB_POSTFIX)
On Wed, 2011-11-09 at 11:02 +0800, roger phil baker六 wrote:
hello,
i have succeeded in building FG 2.4.0 using MS VS 2008, but the
executable fgfs.exe only directs to the game with Cessna
without FlightGear Wizard which can select airplanes, airports, and
other environmental conditions
Hi,
Some of you might already be aware of the fact that have been developing
a 3D audio library for quite some time. Now is the time to call for a
larger group of beta testers.
The software is a replacement for OpenAL on linux and consists of two
components:
1. the AeonWave Audio eXtentions
On Sat, 2011-11-05 at 13:23 +0100, Eric van den Berg wrote:
Hello everyone,
I am currently making some Terrain around ELLX using SRMT4 and CORINE
data. For that I used a current (approx. two weeks old) terragear
version, compiled against PLIB, OSG ans SIMGEAR of the same age.
The
On Sat, 2011-10-22 at 16:03 +0100, James Turner wrote:
If there's lingering queries about Cmake, or requests on the 'best' way to
handle the transition, please let me know. Feedback on the README file would
be appreciated too, or even commits / patches to improve it!
CMake worked like a
On Sun, 2011-10-23 at 09:44 +0100, James Turner wrote:
The special purpose FDMs are disabled by default, it's one line to make them
enabled by default of course!
Actually, one of my post CMake build plans, is to make all the FDMs
switchable at build-time, partly because I'm sick of all the
On Tue, 2011-10-11 at 09:30 +0100, Vivian Meazza wrote:
Thorsten
Im the last weeks, I've been working on integrating Lauri's skydome
scattering shader in a seamless way with the rest of the environment. I
have now a working version of the shaders available which could be
committed.
On Fri, 2011-10-07 at 02:30 +0100, Peter Morgan wrote:
How does nasal works within the sim.. ?
Excellent, it can handle weather simulation and rendering just well.
why we can not use a ecma scripting engine ?
Can i Use javascript in FG, smells the smae almost...
I can embed nasal within
On Fri, 2011-10-07 at 10:14 +0100, James Turner wrote:
On 7 Oct 2011, at 09:47, thorsten.i.r...@jyu.fi wrote:
Sorry, I'm just getting a bit touchy about reading 'we need' - I've had
too much of that recently.
In my experience, for a happy life in open-source development, work on what
On Mon, 2011-09-26 at 09:25 +0100, Alan Teeder wrote:
I´m not sure what is meant with these lines of code in DGWinds.cpp at
line 286, and neither is MSVC Winking smile Is it a patch gone
wrong?
Alan
sig_p = 1.9/sqrt(L_w*b_w)*sig_w, // Yeager1998, eq. (8)
FGWinds.cpp
//
On Sat, 2011-09-24 at 15:29 +0200, Frederic Bouvier wrote:
It would be nice if Tim Moore could also fix the fog/skydome
misalignment he introduced.
It's a bit harsh as the previous code was also buggy
It wasn't meant to be harsh but the old code worked for more than 10
years. Some problem
Hi,
Has anything changed in the viewer or sun positioning code in the last
year or so? I've been trying to hunt down why the fog/skydome
brightening effect is misaligned with the sun position and basically
concluded the following line at libe 451 of Time/light.cxx is the cause
_sun_rotation =
On Sat, 2011-09-24 at 13:46 +0200, Frederic Bouvier wrote:
Hi Erik,
There was a misalignment in the water shader between the sun and
its reflection in the water that Tim fixed. See issue #182
(http://code.google.com/p/flightgear-bugs/issues/detail?id=182)
His commit seems to be this one
On Sat, 2011-09-24 at 15:03 +0200, Erik Hofman wrote:
On Sat, 2011-09-24 at 13:46 +0200, Frederic Bouvier wrote:
Hi Erik,
There was a misalignment in the water shader between the sun and
its reflection in the water that Tim fixed. See issue #182
(http://code.google.com/p/flightgear
On Fri, 2011-09-16 at 13:22 +0200, Csaba Halász wrote:
On Fri, Sep 16, 2011 at 10:35 AM, Andreas Gaeb a.g...@web.de wrote:
However, the sg_srandom_time_10() function also looks appealing. That
would give the same random seed for all processes started within the
same 10 minute interval,
On Wed, 2011-09-14 at 11:18 +0200, Andreas Gaeb wrote:
Hello everybody,
lately I've been working on a multiscreen setup driven by multiple host
machines. In order to get the same random scenery objects, all machines
need to use the same random seed. Up to now, the random seed is taken
On Wed, 2011-09-14 at 13:33 +0200, Andreas Gaeb wrote:
Am 14.09.2011 11:43, schrieb Erik Hofman:
I've been pushing this behavior various times and scenery objects should
always be positioned at the same location over and over again.
To clarify things up a bit, not all is broken:
- Houses
On Sun, 2011-09-11 at 23:18 +0100, Stuart Buchanan wrote:
On Sun, Sep 11, 2011 at 7:47 AM, Thorsten Renk wrote:
I'd really like the 3D cloud infrastructure to be used for all the
clouds, so
if there are features missing we should address them.
Would it be possible to modify the 3D
On Sun, 2011-09-11 at 23:18 +0100, Stuart Buchanan wrote:
Unfortunately, fixing this is going to require someone with more knowledge of
OSG than I have. The problem is that the 3D clouds are in an earlier
rendering bin
from the scenery models with transparent textures, which means that the
On Sun, 2011-09-11 at 12:13 +0200, Roland Häder wrote:
Hi,
with recent commit there have been changed CHMOD from 0644 to 0755 on
some files. Here is the full list I have seen:
I seem to recall this happened to me before, how does that happen?
I've just copied them from the JSBSim source
On Sun, 2011-08-21 at 14:32 -0500, Curtis Olson wrote:
Also, we have older packages that were available for Sun, sgi, and
FreeBSD. Can anyone comment on the latest package versions available
for these platforms and if we still want to list them on our download
page? Who's going to be the
On Thu, 2011-08-18 at 21:57 -0700, John Wojnaroski wrote:
How does one specify use of high res textures?
Or is this an auto-select feature during startup based on driver and
graphic card features
High resolution textures take precedence over low resolution textures
when available. The usual
On Thu, 2011-08-18 at 12:32 +0300, Emilian Huminiuc wrote:
http://www.heavens-
above.com/sun.aspx?lat=50.81982lng=-0.14282loc=Unspecifiedalt=0tz=BST
Yeah it's probably not the sun position but rather the sky dome coloring
code that's the problem.
Erik
On Mon, 2011-08-08 at 07:20 -0400, Derrick Washington wrote:
Hi Erik
Thanks for the input, by the way I thought that bidirectional
transmission was unsupported. I tried to put both my input and
outputs in the same xml file and choose bi directional support but I
keeping getting an error
On Mon, 2011-08-08 at 08:09 -0700, Gene Buckle wrote:
On Mon, 8 Aug 2011, syd adams wrote:
Its in the property tree , you can open the property browser and
change the value there , or you could add it to the -set.xml file like
i do:
sim
allow-toggle-cockpittrue/allow-toggle-cockpit
On Wed, 2011-07-27 at 13:17 +0400, Slavutinsky Victor wrote:
Guys, I had made my conclusions. It seems I am leaving.
On my view situation in FG is:
1) Closed upper society have intention to make profit by Flight Gear
finally, maybe have some little profit right now.
2) Intention to
On Mon, 2011-07-25 at 17:14 +0200, Martin Spott wrote:
Hi, if anyone is wondering why I'm responding even slower as usual,
this might be caused by the simple fact that I'm being distracted by
our daughter who was given birth last night.
Congratulations Martin!
Erik
On Sun, 2011-07-24 at 00:17 -0700, Fgfs Fgfs wrote:
Hi
anyone has compiled an old fgfs alike 0.8?
I'm running into such:
Point3D’ was not declared in this scope
etc.
probably i find out but maybe someone could help me out?
If you really want to go that path then you'll need matching
On Sat, 2011-07-16 at 16:18 +0100, Stuart Buchanan wrote:
Hi Guys,
While thoroughly enjoying the PC9-M, I noticed that its license is GPL v3.
From a very cursory browse of the Quick Guide to GPLv3,
(http://www.gnu.org/licenses/quick-guide-gplv3.html) GPL3 is
apparently compatible with
On Fri, 2011-07-15 at 21:27 -0700, John Wojnaroski wrote:
Hi Curt,
Silly question, if you have a moment...
Want to change the compiler option. Tried ./configure CFLAGS=-O3 but
seemed to have no effect
if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src
Hi,
I always wondered why the new urban shader brought my system to it's
knees. It turned out that with the quality lever above 3.5 he urban
shader and the landmass shader for urban areas were both active ...
I now get an acceptable 21 fps (was way below 10fps) for the urban
shader and a good
On Wed, 2011-07-13 at 15:24 +0200, grth_team wrote:
FG 2.4 consistency.
Hello,
You don't know us since we are newbee, (3 months working seriously
with FG).
We are a team ( 4 guys and a lady ).
We have had several talks with several devel team persons about a
Catalina model update.
On Mon, 2011-07-11 at 14:45 +0300, thorsten.i.r...@jyu.fi wrote:
I've first suspected that something is fishy with the DG-101G, but since
I've flown all sorts of aircraft through the thermals (as a side note,
it's really interesting that the F-16 instrumentation allows nicely to
trace the
On Thu, 2011-06-30 at 10:11 -0600, Ron Jensen wrote:
There have been a few bug fixes to JSBSim since this sync, notably:
src/FDM/JSBSim/models/flight_control/FGActuator.cpp
src/FDM/JSBSim/models/flight_control/FGFCSComponent.cpp
src/FDM/JSBSim/models/flight_control/FGFCSComponent.h
On Fri, 2011-06-24 at 10:48 +, TDO_Brandano - wrote:
Ok, before I get flamed to a crisp, let me explain what is my
reasoning behind this. Right now the fgdata repository is about 9 GB.
This makes it really, really difficult to obtain an initial checkout
of the fgdata folder, expecially for
On Thu, 2011-06-16 at 22:23 -0500, Jon S. Berndt wrote:
I am very close to committing the new atmosphere code (and the new FGWinds)
to JSBSim cvs. However, it would be prudent to first get a glitch or two
fixed and then grab that code and put that in FlightGear first, just in case
the newer
On Fri, 2011-06-17 at 10:55 +0300, thorsten.i.r...@jyu.fi wrote:
At this point, it made a lot of sense to code in Nasal, if only for the
simple reason that I couldn't know if it would ever included into the base
package or not.
As an addition it also helped to develop good insight in efficient
On Thu, 2011-06-16 at 07:35 +, Martin Spott wrote:
ThorstenB wrote:
But this and other posts today show [...]
This is by far the best characterization of The FlightGear Projects
age-old disease I've ever read,
As I see it there are two sides to the story, users who criticize too
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote:
I was toying with the idea to model diffuse high-altitude haze by coloring
the skydome as a function of altitude, i.e. paint the zenith a bit more
hazy without touching the horizon and remove that effect again as you get
above
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