On Tue, Nov 30, 2010 at 10:55 PM, Heiko Schulz wrote:
As this is a pretty accurate emulation of the real thing (or maybe it is even
the real thing.. ;-)), how it gets its datas in real life? What is the source
in reallife?
The RL device may be configured to a number of radio altimeters -
On Wed, Nov 24, 2010 at 5:35 PM, Donn Washburn wrote:
It also seems that the most recent fgdata (todays version) gives this error
d...@m1l-susehs:~ fgfs aircraft=737-300
Processing command line arguments
Fatal error: Failed to open file
at aircraft=737-300
(received from SimGear XML
On Sun, Nov 21, 2010 at 11:35 AM, Arnt Karlsen wrote:
..maybe either hide the fps display or use it to tell
what's going on until the splash screen events are all
done?
Right. Accidentally that's exactly what I looked into after
yesterday's discussion.
On Sun, Nov 21, 2010 at 12:37 PM, Heiko Schulz wrote:
The problem isn't while the splash screen- it occurs for several seconds
after splash screen dissapeared- this will be the problem.
Yes, that is understood. Still, at least showing 1-2fps in the splash
screen phase can be avoided, since
From: fiers...@zo... - 2010-11-20 10:33
I have done two tests, directly after eachother. Same conditions, same METAR.
One thing to note here is that, prior to yesterday's update, the size
of the scenery area loaded/rendered at start-up did _not_ depend on
the visibility (weather/METAR), neither
On Sat, Nov 20, 2010 at 10:41 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
But needs more time to get a stable and usuable fps...about 30seconds here
with latest GIT from today.
Right, the splash screen is down early now, while FG is still busy
loading more distant scenery areas. Loading in the
On Sat, Nov 20, 2010 at 11:48 PM, Heiko Schulz wrote:
Not yet completly tested, but I notice the first 30 seconds of startup fps of
1-2.
Imagine the same fps when loading new tiles would make FGFS pretty unusuable
for me
If you refer to the fps _before_ the splash screen is dropped,
Another heads up: I've pushed an update for scenery tile management.
It's a follow-up to the recent patch fixing random empty scenery
patches, providing some more improvements:
* Priorities for tile loading. Tiles are now loaded in innermost to
outermost order. Means a better optical effect when
From: Roland Haeder r.hae...@gmx.de
I have 15 FPS here with a GeForce 9500 GT (MSI) and a quad-core. How
can I change that draw distance? It is really far. :(
The visibility shouldn't have changed with this update - except that
the visibility selected at start-up is immediately effective now.
Unfortunately this means METAR is broken (probably permanently) for
all previous FG versions now...
As a follow-up to the METAR issue: there actually is a workaround for
FG 1.9.x and 2.0 - by using a proxy server. The requests sent by FG to
a configured proxy server are fine. And the actual
From: thorsten.r...@jy... - 2010-11-12 10:13
I still have no real understanding why this is so, or why loading a large
number of *identical* models into the scenery should take a long time (I
would think that one can make use of the fact that there are really
multiple copies of the same model
From: James Turner zakal...@ma... - 2010-11-12 13:37
Just to re-iterate - the best defence is a good offence. Stop worrying about
FPS, and make FG
better (by contributing), or promoting it better. It's essentially a
marketing scam, not a competing
product. (The current flightgear.org
From: Markus Kirchner 2010-10-25 16:40
Hello,
I did a few improvements to my 777-200 on autopilot functions (FlightGear
version 2.0.0). So pretty much of all function worked well e.g. LNAV on route
mgr and on NAV-radials, HDG SEL, TRK SEL etc.
For these function I used the properties,
Hi,
On 2010-09-28, at 01:11, Csaba Halász wrote:
I fixed the strict-aliasing issues reported by GCC 4.4.1. Affects the
generic.cxx and multiplaymgr.cxx modules.
Unfortunately the trick with the union in multiplaymgr.cxx is not
standard C, as far as I know.
well, unions are ANSI C. I guess
On 2010-09-27, at 17:25, James Turner wrote:
The SSE math flags are a no-brainer where supported - the
-march-native and -sse flags are all Apple defaults in Xcode.
BTW, as far as I remember the -sse and -sse2 are on by default for GCC
on AMD64 (alias x86_64).
It would be good if someone who
Hi,
I fixed the strict-aliasing issues reported by GCC 4.4.1. Affects the
generic.cxx and multiplaymgr.cxx modules.
I created a merge request (let me know if you preferred patches):
http://gitorious.org/fg/flightgear/merge_requests/7
cheers,
Thorsten
Hi,
there is a forum topic discussing compiler optimization to improve
frame rate ( http://www.flightgear.org/forums/viewtopic.php?f=45p=96830
).
I have also tried this (and successfully improved mine... :-) ).
However, I also compiled with -Wall and this shows several issues
with the FlightGear
Hi,
good news - I've done more debugging in the tile cache module and
think I already found something...
I'm seeing two issues with the tile cache, sometimes causing active
scenery to be kicked when the cache is full - and this results in the
missing patches. I'm also seeing cases where all
Hi Tim, Curt, et al,
I've prepared a patch and did a number of test flights tonight - and
had no more scenery issues. I'll still do a bit more testing, but
maybe someone else seeing these problems regularly could already
check, if this fixed their problems, too. The patch is attached to the
bug
Hi,
maybe I can raise some more attention to a specific bug, which keeps
me from using FG properly. I have also heard a number of other people
complaining. If I could vote, I'd like to vote for this issue to be
the currently most annoying FlightGear bug:
Scenery tiles keep disappearing (when
On Sat, 18 Sep 2010 16:57:11 +0200, Arnt wrote in message
20100918165711.24d2d...@a45.fmb.no:
..can happen in RL too, this is when you swear a wee bit, pick up
your flight plan and pick our best alternate destination from it
just like the RL guys does.
Knock knock, Neo. The effect here is not
On Saturday, September 18, 2010 18:32 Durk Talsma wrote:
Given, my observation that cycling through all the viewpoints, will restore
the visibility of tiles that have gone lost, and flag tiles that were visible
during the previous view cycle invisible, makes me suspect that something in
the
Hi,
I finally had time to update the Wiki with detailed information on the
EGPWS configuration. I think the module has been there for quite a
while - but the manual was lacking a bit of detail. Also, I fixed a
few stability issues and added two more configuration options.
Could s.o. please have
Ahh, classic moment... So here's the attachment...
On Sun, Jul 25, 2010 at 12:42 AM, ThorstenB wrote:
Hi,
I finally had time to update the Wiki with detailed information on the
EGPWS configuration. I think the module has been there for quite a
while - but the manual was lacking a bit
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