On Sun, Jul 22, 2012 at 6:42 PM, HB-GRAL wrote:
> Am 22.07.12 22:40, schrieb Thomas Geymayer:
>> Hi Stefan,
>>
>> Am 2012-07-21 22:46, schrieb stefan riemens:
>>> It's obviously a long time wish to get rid of the PLIB dependency, and
>>> one of the main subsystems using it is the GUI. There are a
On Sat, Mar 17, 2012 at 4:57 PM, Martin Spott wrote:
> Anders Gidenstam wrote:
>
>> While the (old) new behaviour is as Martin expects it is not what most
>> that has read Docs/README.scenery would expect (I'd think). However, I
>> would not consider Docs/README.scenery a normative source (i.e. no
Though I myself have an independent scenery project, I whole heartedly
support the global scenery project. Without it, and all your hard work
on it over the years, flightgear scenery would be a mere shadow of
what it is today. I hope then, after a break and some rest, that you
will regain your pass
On Thu, Jan 19, 2012 at 1:31 AM, Mathias Fröhlich
wrote:
> Yes, the usual user might ask 'what should I do?'
>
> What about:
> Image "..."
> uses compressed textures which cannot be supported on some systems.
> Please decompress this texture for improved portability.
How about something along the
I've tried on both 2.4 and git. On 2.4 it causes an abort (uncaught
exception), and on git it loads but the terrain is very deformed, as
if it exploded in many directions.
cheers
--Jacob
--
All the data continuously gener
On Sun, Nov 6, 2011 at 7:17 PM, Robert wrote:
> I hope that all you guys involved in the dds transition use
> "nvidia-texture-tools" because:
> 1. It is Free/OpenSource and platform independent
> 2. The compression quality is much higher than with the dds-plugin for GIMP
However, and correct me i
On Sun, Nov 6, 2011 at 3:03 PM, Gary Neely wrote:
> The main win for DDS, at least from a game design point of view, is
> the ability to maintain a kind of compression while loaded into the
> graphics memory. This is (as far as I know) unique to DDS/DXT.
There is a texture compression extension t
One could argue that things like dds do not belong in the 'source'
data distribution at all, but be generated automatically by some tool
when building the 'release' data. For example content devs only work
with, and check in/out source imagery, and then run the tool to
generate the final dds imager
> In many cases the original files are the .png. And when new textures added as
> only .dds then take Gimp, add the .dds-plugin, open the file and see:
> this is the origin! ;-)
If your using dxt compression, which is why most people use dds, then
it is NOT equal to the original image. Amount o
On Sun, Nov 6, 2011 at 9:10 AM, HB-GRAL wrote:
> Just a technical question: I know it is not a big deal to convert new
> textures to .dds format, but when I want to start to work on textures
> should I convert back to another format and convert to dds again ? Or
> should I start with origins and w
On Wed, Oct 19, 2011 at 3:49 PM, Martin Spott wrote:
> Jacob Burbach wrote:
>
>> Seems like most people are just banging their heads against the wall
>> trying to make a new system the same as the old, which is counter
>> productive and unfortunate.
>
> I wonder by w
I understand there are a some cases where one might need all aircraft
to perform some specific task, and when I said "unlikely ANYONE would"
I could have spoken better. However for the vast majority of
developers, contributors, and testers, I have to believe it is
completely unnecessary or desired
Seems like most people are just banging their heads against the wall
trying to make a new system the same as the old, which is counter
productive and unfortunate. It is highly unlikely ANYONE needs every
single aircraft from git that they were previously forced to take,
which is the whole point of
On Sat, Oct 1, 2011 at 5:58 PM, ThorstenB wrote:
> Also, the option of taking over flight controls at any
> point during a replay. The latter isn't as easy as it sounds, since most
> FDMs don't really like being repositioned or even having the speed
> changed externally.
Many (many) months back I
It would be wonderful if replay data could be saved and loaded to/from
a file rather than only buffered to memory (with decreasing
resolution) temporarily. The ability to save and reload (and share)
replays would be extremely useful for so many things such as flight
training to check student perfor
On Mon, Feb 21, 2011 at 7:41 PM, Jack Mermod wrote:
> Are you telling me this is realistic too?
No, it is notso stop flying like that... :-P
Really, what is with this recent trend of bashing quite rudely on the
777? And the usual "evidence" is stuff like that...flying the aircraft
completely
I think what your looking for is the --config option, it allows you to
load arbitrary xml config files. So just create a separate xml for
each camera definition and then use the --config option to load the
appropriate one for that instance of fgfs.
cheers!
--Jacob
On Thu, Jan 27, 2011 at 2:49 PM, syd adams wrote:
> Sorry about the late reply ...just got internet installed ... (moved
> into a new place). Now just need to find which box my router is in so
> i don't have cables strung across the living room floor :). Thanks
> for implementing the steering ...
On Wed, Jan 26, 2011 at 6:28 PM, Heiko Schulz wrote:
> Sounds great- but do you know this already?:
> http://www.gitorious.org/syd-s-flightgear-content/777-200er
>
> You might wanna try a merge request
>
> Cheers
> Heiko
Nope, I didn't know about that one. Thanks. :)
cheers
--Jacob
---
On Fri, Jan 21, 2011 at 3:56 AM, James Turner wrote:
> Actually the search has *always* been recursive - for years, by the look of
> it. I use the same (refactored) code to support all aircraft dirs, both the
> default one in fg-data, and the additional ones. Obviously I didn't want to
> break
Ok, that does raise another question then. In order for the 'wrong'
method to work in any fashion, means you have to be recursively
searching the path given by --fg-aircraft...right? Seems odd, and
certainly serves to create ambiguity and confusionso why are we
doing that? Would it not be much
On Thu, Jan 20, 2011 at 4:59 PM, James Turner wrote:
> Nothing has changed in this area for several months, so I'm confused what
> state your setup was/is in, that half works, but not completely.
Interesting. :)
Ok, so may layout is like so:
Top level aircraft directory, which contains individ
On Thu, Jan 20, 2011 at 12:06 PM, James Turner wrote:
> That won't work, you need:
>
> --fg-aircraft set to $HOME/FlightGear/Aircraft
>
> (This changed half-way through the development of the --fg-aircraft feature,
> and I should add code to detect it and warn/fix this case, since it has
On Thu, Jan 20, 2011 at 3:01 AM, ThorstenB wrote:
> It didn't work with MP initially - but that was fixed months ago. I'd been
> using this with MP a quite a lot afterwards. And I guess you're using a
> recent build, so it should work, though I haven't tested it in recent weeks.
> There is a missi
Was just playing around a bit on MP and noticed that aircraft located
in directories specified with --fg-aircraft do not seem to get picked
up by multiplayer. The pilot list shows them as aircraft not installed
in the pilots list, and you just get the good old yellow glider. Once
I copied or linked
> It won't work. Problem: to use the pads inside the
> Objects/e010n40/e011n47-folder I defined a line in the nasal-script like
> that: setprop ("models/LOWI/model/path",
> "Scenery/Objects/e010n40/e011n47/LOJO_helipad_libelle.xml");
>
> This path seems to be absolute.
> If you want to make this
On Mon, Jan 10, 2011 at 2:46 PM, ThorstenB wrote:
> I successfully flew the TU154b now at KSFO, LOWI and EDDF - but
> experienced no NaNs and no crash (neither did the sim, nor the plane -
> I'm especially proud of the latter :) ). But yes, I needed to use the
> chicken's auto start to get anythin
Probably best to just post on his Tu154 thread on the forum, pretty
sure he monitors that.
http://flightgear.org/forums/viewtopic.php?f=4&t=4925
On Sun, Jan 9, 2011 at 12:10 PM, ThorstenB wrote:
> I'm not seeing any NaN issues with the TU154b.
Hmm, could be on my end, you never know. Did you try
No worries Curt, certainly wasn't trying to say you personally have to
look into it or make it a priority or anything..I know your a busy guy
like the rest of us. Was just saying the links are there if anyone
else is interested in giving it a try. I've never seen nan errors like
this before myself,
On Sat, Jan 8, 2011 at 12:24 PM, Curtis Olson wrote:
> Oh, then I don't know ... I've always lived in the world of our git aircraft
> and haven't gone out and tried any of the 3rd party aircraft. (And sorry to
> waste a message saying "I don't know" ...)
> Regards,
> Curt.
Too bad, if that's true
On Sat, Jan 8, 2011 at 9:59 AM, Curtis Olson wrote:
> Hi Jacob,
> The tu154 appears to be working fine for me here with the latest git as of
> Saturday morning. You might try doing a make clean and rebuild for
> simgear/flightgear just to rule out that there isn't any weirdness that has
> crept i
Updated my copy yesterday and now I cannot load flightgear with the
Tu154B anymore. Trying just results in massive amounts of NAN errors
and crash. Looks like the entire property tree and everything else got
NaNifiedsee log.
Anyone have any clues what may have changed to cause this? Aircraft
h
On Tue, Dec 28, 2010 at 1:32 PM, Vivian Meazza
wrote:
> Collision detection? Er - we don't really have that. There is Height Over
> Terrain (HOT), which is on for scenery and AI objects by default, but not
> for Aircraft models. This will enable you to land on a building, but usually
> lets you fl
I'm having some trouble with collision detection not working properly
on some models I'm working on. The models are made of a few different
objects and while everything else works normally collision detection
is not working on all the objects. I've attached a test model that
illustrates the problem
On Sat, Dec 25, 2010 at 6:54 AM, Gijs de Rooy wrote:
> Looks good to me Stuart! But I do wonder why people feel the need to
> capitilise each single word.
> Why isn't it "Traffic options", or "Tanker controls"? I know it's not a big
> deal, but to me it looks
> cleaner and clearer...
>
> If we cha
On Thu, Dec 23, 2010 at 12:29 PM, J. Holden wrote:
> I appreciate the ephithet being hurled in my direction, especially because
> all we are pointing out is that CORINE data should eventually be part of the
> land cover database anyways, which may deprecate some (but not necessarily
> all) of t
>> [...] Still, none of the third party sceneries directly help the goal
>> of adding data to the server or helping fix TerraGear to push out a
>> new World Scenery package [...]
I think the key word here is "directly". No, they may not, even
cannot, "directly" contribute land cover to the data se
On Wed, Dec 22, 2010 at 1:39 PM, Martin Spott wrote:
>
> Being honest: I don't care. If people think that following a cooking
And to be honest I don't understand why you started this discussion
with such obvious trolling behavior and comments such as these?
> recipe is their cup of tea, then I'm
> However, with the exception of scenery models, no one is really developing
> anything new - just using existing data and programs to create the sceneries
> without much apparent thought to topology.
Can you elaborate on that last part, about topology?
cheers
-
Hey thanks for taking the time to respond, especially during the holidays.
So what I see currently in the model loading code in regard to effects
is really something just hacked together to 'get er done' and make it
work. Which is fine of course, but I think we can do better and I
really believe w
Ok then, trying to make sense of this whole model & effects loading code...
In `modellib.cxx' the `loadFile' and `loadModel' functions, which
check the file extensions for a `.ac' file and if so sets a flag for
instantiation of effects. This flags is only checked in the
'ACOptimizePolicy::optimiz
Thanks guys.
After poking around the sgbucket code a bit I fixed everything up and
made it work well enough to generate a kml for the area I'm interested
in.
http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=http:%2F%2Fdl.dropbox.com%2Fu%2F15218376%2Ftile.kml&sll=37.0625,-95.677068&sspn
Thanks Ron. Your snippet of course points out the obvious that I could
just look at the simgear source for details...and I did find the
answers I was looking for there. Time to get away from the pc for a
while I think
cheers!
---
I wonder if someone could give me a hand with this to make sure I do
it correctly. I'm trying to decode the coordinates of a given scenery
tile so I can create a kml file for visualization purposes. Based off
the btg importer on the wiki and the calc-tile.pl script I've put
together this bit of cod
On Mon, Dec 13, 2010 at 1:26 AM, Tim Moore wrote:
> I wrote the effects framework and am interested in improving it, of course.
> I can't guarantee in advance that any particular work will be committed, so
> you should undertake any hacking to fulfill your own needs and not solely
> because you th
Well, just adding the .osgb extension in modellib.cxx is not enough to
trigger effect loading for it...no surprise I guess that some extra
processing is needed in other places as well.
Hmm, having to reverse engineer a bunch of undocumented model and
effects code in simgear, as well as also learni
On Sun, Dec 12, 2010 at 10:51 AM, Curtis Olson wrote:
> On Sun, Dec 12, 2010 at 9:21 AM, Jacob Burbach wrote:
> Would it be possible to come up with our own optimized model extension that
> would be unique and different from anything an artist might produce? I
> could see this head
On Sun, Dec 12, 2010 at 5:50 AM, Tim Moore wrote:
> That depends on whether you view fgfs as a model preview tool or as a
> real-time program. I don't mean to be snarky in saying that; as hardware
> improves, the balance between what should be done before runtime and what
> can be done at model l
> This is considered a "feature," by some anyway :) I added this with the idea
> that one could optimize ac model and substitute the optimized version. It's
> never been used much and has led to complaints about getting the wrong cows.
> I still think the idea is a reasonable one, but perhaps it ne
Hi all, I'm experimenting with various model file formats and the
effects system and have some questions/comments.
First I found that if you have a file 'model.ac', but also have a file
'model.osg', flightgear always loads the .osg version despite me
explicitly requesting the '.ac' in the models x
I think what kind of through me off was that the aircraft loads either
way you give it the path. Except in the case of giving it an Aircraft
directory directly as I was doing, and for aircraft that make use of
IO functions in nasal, I would get lots of permissions errors and
aircraft would be missi
Apologies, looks to be a misunderstanding on my part. I was putting
`--fg-aircraft=/some/path/Aircraft', when it seems I should have just
been putting `--fg-aircraft=/some/path'. Using the latter and
permissions work properly, the former needs the path in IOrules and
then it will also work apparent
I also needed to add an entry in Nasal/IOrules to allow reading in my
custom aircraft directories when using this in order for most aircraft
to load properly. This should be changed imho as IOrules has a READ
entry for $FG_AIRCRAFT/* already, and I would think explicitly added
aircraft directories
> I know I can use select() to check if the file descriptor is ready for a
> write(), but that would still not be a way to determine if the file
> descriptor is ready for the size of my particular write() and ensure that my
> write() will return in a timely fashion ... it seems like it would still
Thanks for the quick work on this Torsten...with the exception of dew
point and altimeter settings everything else appears to be working
properly now. Currently I don't think dew point and altimeter are a
big deal for what I'm doing personally, but they are/were seemingly
intended to work so should
On Mon, Jul 19, 2010 at 3:47 AM, James Turner wrote:
>
> On 19 Jul 2010, at 01:47, Jacob Burbach wrote:
>
>> On a side note...is there a way to retrieve a list of airports within
>> a certain distance of a position from nasal?
>
> Trivial from C++, unfortunately tricky
> For the time being, entering temperature into the dialog box is broken. The
> only way to set a temperature is by setting /environment/temperature-sea-
> level-degc which calculates the temperature at altitude based on ICAO standard
> atmosphere.
That's a little disappointing. Hopefully a better
Ok, quick test with a new pull and it seems like heading and speeds
are working for the layers now. The temperatures don't seem to be
taking though, same setup as previous and I was below zero celcius
before reaching 9000 feet and already nearly 9 below celcius at 12000
feet. Not sure about other s
Not the best quality but readable, hopefully those will demonstrate
the problems pretty clearly.
http://www.flickr.com/photos/jmburbach/sets/72157624393619399/
I'm also unsure why you bring up altitude above ground, as winds aloft
are stated above sea level and in true headings are they not?
che
On Tue, Jul 13, 2010 at 3:04 PM, Torsten Dreyer wrote:
>> All I can say by now: it's most likely not a user error ;-)
> Or is it? My first check was with fdm=magic to easily climb to any desired
> altitude. This fdm does not update /position/altitude-agl-ft which is used to
> interpolate through t
I seem to have a problem getting my weather conditions and winds aloft
to behave correctly. I set weather scenario to disabled, input my
weather and winds aloft data using the weather conditions dialog, but
weather does not behave as input. The problem is especially apparent
with winds aloft data,
I've made a new and improved layout for KTEX. I used only USGS images
for reference and eye balled it where necessary, so no worries about
license or copyright or anything. If it could work it's way into the
next scenery build that'd be great.
File is attached...cheers!
KTEX.dat
Description: Net
> Problem is that casting curved shapes into triangles, the way our
> Scenery is currently set up, results in a pretty high triangle count.
If your really using curves as input, you can sample as many...or as
few points on that curve as you wish...hence as many or as few
triangles you wish. There i
> Fixed in CVS now, thanks for the report.
And thank you for the fix. :-)
cheers
--
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10
Start at EDDB and tune nav radio to ils frequency 110.70
fgfs: ../../../src/Instrumentation/navradio.cxx:920: double
FGNavRadio::localizerWidth(FGNavRecord*): Assertion `rwy' failed.
--
SOLARIS 10 is the OS for Data Cente
Relying on undefined behavior is definitely no good...might work fine
for a long time, but it will come back to bite you eventually. If you
can find a way to do it in a compliant way without increasing the size
would be ideal I guess, but if you need to increase the size so be it.
Nasal is an integ
> It's a NaN! Sorry :)
So now we know where all these NaN errors have been coming from! ;-)
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_
Dump of assembler code for function findcell:
0x0865f710 :push %ebp
0x0865f711 :mov%esp,%ebp
0x0865f713 :push %edi
0x0865f714 :xor%edi,%edi
0x0865f716 :push %esi
0x0865f717 :push %ebx
0x0865f718 :xor%ebx,%ebx
0x0865f71a :
I applied your hash patch, but no deuce.
Program received signal SIGFPE, Arithmetic exception.
[Switching to Thread 0xb62cba20 (LWP 25297)]
0x0865f79c in findcell (hr=0x107b5490, key=
{num = nan(0x56789123dabd8), ref = {ptr = {obj = 0x123dabd8,
str = 0x123dabd8, vec = 0x123dabd8, hash = 0x
Not sure what you meant about gdb generating code to cause it, I get
the same error when run outside of gdb. Assembly of the function
below, if you need something else let me know.
0x0865ec50 :push %ebp
0x0865ec51 :mov%esp,%ebp
0x0865ec53 :push %edi
0x0865ec54 :
What if we start naming releases in addition to the normal version
scheme. FlightGear 2.x.x , name could be some continued
variation on a theme or something. I think that would be a nice middle
ground, we keep a meaningful versioning scheme, and also get a catchy
name for everyone. I've worked on p
Program received signal SIGFPE, Arithmetic exception.
[Switching to Thread 0xb627aa20 (LWP 30813)]
0x0865ece2 in findcell (hr=0xeb43550, key=
{num = nan(0x567891077bfa8), ref = {ptr = {obj = 0x1077bfa8,
str = 0x1077bfa8, vec = 0x1077bfa8, hash = 0x1077bfa8, code =
0x1077bfa8, func = 0x1077b
I don't think anything wrong with the MAJOR.MINOR.PATCHLEVEL format, I
think it's fairly obvious, and is widely used. I'm not a huge fan of
rolling over into double digits though, unless you started with double
digits to begin with. For example 1.09 to 1.10 is logical to me, but
1.9.1 to 1.10 is no
> Bug-fixing, testing, etc is of course a separate issue - namely that fixing
> bugs is a lot less fun than writing features.
As a developer I certainly won't disagree with that, but they are an
absolute necessity for any software, it just comes with the territory.
As a user I would also say a s
Traditionally it is MAJOR.MINOR.PATCHLEVEL, definately more than a
patchlevel thing, and way more than minor, so either 1.10.x or 2.x.x
if your following that standard. 1.10 feels weird, but not sure 2.x is
warranted just yet. Could ditch all that and use dates ala ubuntu,
making it what...like 12.
I never have the ai traffic enabled, but still get nans sometimes. The
ai traffic may be triggering a nan, but I'm not sure it's actually the
root cause. Debugging nans can be a real pita, with every operation
against a nan producing a nan they spread like wildfire. By the time
it causes a problem
A simple make clean && make was enough to get the ball rolling for me.
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Switch to mouse look view, push the middle mouse button and drag to
adjust view left, right, up, and down. Press control + middle mouse
button and drag to adjust view forwards and backwards. I find that's
much easier for fine adjustments. Once your done adjusting you can
find the current view sett
I don't know if this is known, but I don't remember seeing reference
of it. With 1.9.1, using release scenery or terrasync, signs are drawn
correctly. With cvs, also with terrasync or release scenery, signs are
missing letters, making them not so useful. To see the problem start
up at KLVK(for exam
On Sun, Dec 6, 2009 at 4:20 AM, Erik Hofman wrote:
> Jacob Burbach wrote:
>
>> So one last request to do with ATIS, may we have a check box in the
>> sound config dialog to toggle the FlightGear ATIS on and off? Or do we
>> already have a way to do so that I have overlook
I have been experimenting with generating custom, realistic, and more
useful ATIS message on FGCOM using Festival with great success. The
only problem is that when tuning to the ATIS frequency you get the
FlightGear default ATIS as well, which is not very useful.
So one last request to do with ATI
On Fri, Dec 4, 2009 at 3:13 AM, Erik Hofman wrote:
> Jacob Burbach wrote:
>> A couple observations:
>>
>> 1. Cannot adjust volume of atis(comm radios) from sound config dialog.
>
> I believe it is meant to be adjusted on the aircrafts audio panel. At
> least they
Ok, so I went ahead and did a build of the latest and greatest...looks
(and sounds) really good. I love when when features are implemented
faster than I can ask for them! ;)
A couple observations:
1. Cannot adjust volume of atis(comm radios) from sound config dialog.
Not a "major" issue I guess s
On Wed, Dec 2, 2009 at 8:29 AM, Csaba Halász wrote:
> On Wed, Dec 2, 2009 at 2:07 PM, Jacob Burbach wrote:
>> On Wed, Dec 2, 2009 at 7:52 AM, Erik Hofman wrote:
>>> You really should use CVS..
>>>
>>
>> I do. :) Though I do so selectively as to keep it
On Wed, Dec 2, 2009 at 7:52 AM, Erik Hofman wrote:
> You really should use CVS..
>
> Erik
I do. :) Though I do so selectively as to keep it usable for me and to
avoid conflicts with my personal modifications. So no, I'm not 100%
inline with current cvs, including I haven't yet merged in the new
s
>> First, we really need better control of sound levels and balancing
>> between different sound sources. It is often impossible to hear ATIS
>> over the aircraft sounds for example. Having one master volume control
>> and volume properties on the radios is not enough. I think breaking it
>> into d
Since the sound system is undergoing major development, I guess now
would be a good time to mention some things that I think need
addressing...
First, we really need better control of sound levels and balancing
between different sound sources. It is often impossible to hear ATIS
over the aircraft
> My screenshot didn't show the proposed menu structure, so here it is:
>
> View
> - Display Options
> - Rendering Options
> - Cockpit View Options
> - Adjust View Distance
> - Adjust HUD Properties
> - Instant Replay
> - Adjust LOD Ranges*
While we're at it, could "Adjust View Distance" be change
Trying to fit everyone into a few "pre-defined" groups is not a very
good idea in my opinion. Peoples wants, needs, and uses are to varied
to be known ahead of time. It also doesn't address the need for an
ignore chat / ignore model feature, as having a group doesn't not
mean people will behave ap
So how does one to fix the issue on the aircraft then? In the tu154b I
cannot see rain or snow outside the cockpit at all do to (I think) the
transparency on the windshield. The rain/snow/etc inside the cockpit
should be easily fixable using the depth buffer, but I'm not familiar
with the flightgea
Does turning off the shaders make any difference?
--
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> The way the MP protocol is done now you really really do not want to do
> that by creating a new MP enabled string property and put the flight-plan
> in it. Not only is the string encoding horribly inefficient (a 32bit word
> per character) but it would also be sent in each and every packet.
Wow,
Thanks guys. The reason for asking is that you can put nasal scripts
in fg-home/Nasal, and they will be loaded only after the scripts in
fg-root/Nasal have been loaded. It guarantees you will have access to
all the flightgear nasal apis from your script at load time.
Ok, so XP and prior should be
In Linux the users flightgear directory is at /home//.fgfs.
As I don't have a windows pc and haven't yet tried flightgear on my
mac, I wonder if someone can enlighten me to the path for the users
directory on those systems.
Thanks!
-- Jacob
--
In Linux the users flightgear directory is at /home//.fgfs.
As I don't have a windows pc and haven't yet tried flightgear on my
mac, I wonder if someone can enlighten me to the path for the users
directory on those systems.
Thanks!
-- Jacob
--
I must be losing my mind then, I had both Ki and Kd in pid-controller
without errors previously, and changing the values certainly had an
effect.
On another note, theres a bug in FGAutoBrake::postInit. It's using
_weightOnWheelsNode without checking if it is actually a valid
pointer. With atc airc
Will get error such as
> malformed autopilot definition - unrecognized config node:Ki in section
> Heading Bug Hold
> Failed to load autopilot configuration: /path/to/autopilot.xml:XMLAuto:
> unrecognized config node:Ki
Removing Ki, it will then complain about Kd. Can remove Ki and Kd and
it wil
In recent cvs I get errors about having Ki or Kd in my pid
controllers config. This is unfortunate, as tuning of those values
stabilized my autopilot considerably. I wonder if someone can explain
what changes are going on in that area of code. Are Ki and Kd forever
gone, and what path should I ta
Normal maps require materials with multiple texture units and shaders,
as well as some code to make the vertex attributes available to the
shader. The new material system being developed supports texture units
and shaders, but is still very very young, and only for terrain
currently. So no, it's no
Missing persons are listed in /ai/models/multiplayer[*], and
/ai/models/multiplayer[*]/valid is true. Yet they do not show up in mp
list, nor can I see there chat. Something has obviously changed within
the last few weeks, was fine before that. Another one of those
flightgear mysteries I guess...
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