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Merge branch 'work' of D:\Git_New\fgdata

This commit is contained in:
Vivian Meazza 2012-07-19 00:08:26 +01:00
commit 9e451e3205
17 changed files with 191 additions and 136 deletions

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@ -11,8 +11,7 @@
<type>select</type>
<object-name>indicator</object-name>
<condition>
<property>/instrumentation/adf[0]/serviceable</property>
<property>/instrumentation/adf[0]/power-btn</property>
<property>/instrumentation/adf[0]/operable</property>
</condition>
</animation>
<animation>

0
Aircraft/c172p/Models/Pedals/pedals.xml Executable file → Normal file
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0
Aircraft/c172p/Models/Yoke/yoke.xml Executable file → Normal file
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@ -9,23 +9,22 @@
# Initialize internal values
#
battery = nil;
alternator = nil;
var battery = nil;
var alternator = nil;
last_time = 0.0;
var last_time = 0.0;
vbus_volts = 0.0;
ebus1_volts = 0.0;
ebus2_volts = 0.0;
var vbus_volts = 0.0;
var ebus1_volts = 0.0;
var ebus2_volts = 0.0;
ammeter_ave = 0.0;
var ammeter_ave = 0.0;
##
# Initialize the electrical system
#
init_electrical = func {
print("Initializing Nasal Electrical System");
battery = BatteryClass.new();
alternator = AlternatorClass.new();
@ -35,8 +34,9 @@ init_electrical = func {
setprop("/controls/switches/master-avionics", 1);
setprop("/systems/electrical/outputs/autopilot",0.0);
# Request that the update fuction be called next frame
# Request that the update function be called next frame
settimer(update_electrical, 0);
print("Electrical system initialized");
}
@ -47,7 +47,7 @@ init_electrical = func {
BatteryClass = {};
BatteryClass.new = func {
obj = { parents : [BatteryClass],
var obj = { parents : [BatteryClass],
ideal_volts : 24.0,
ideal_amps : 30.0,
amp_hours : 12.75,
@ -62,8 +62,8 @@ BatteryClass.new = func {
#
BatteryClass.apply_load = func( amps, dt ) {
amphrs_used = amps * dt / 3600.0;
percent_used = amphrs_used / me.amp_hours;
var amphrs_used = amps * dt / 3600.0;
var percent_used = amphrs_used / me.amp_hours;
me.charge_percent -= percent_used;
if ( me.charge_percent < 0.0 ) {
me.charge_percent = 0.0;
@ -76,13 +76,13 @@ BatteryClass.apply_load = func( amps, dt ) {
##
# Return output volts based on percent charged. Currently based on a simple
# polynomal percent charge vs. volts function.
# polynomial percent charge vs. volts function.
#
BatteryClass.get_output_volts = func {
x = 1.0 - me.charge_percent;
tmp = -(3.0 * x - 1.0);
factor = (tmp*tmp*tmp*tmp*tmp + 32) / 32;
var x = 1.0 - me.charge_percent;
var tmp = -(3.0 * x - 1.0);
var factor = (tmp*tmp*tmp*tmp*tmp + 32) / 32;
return me.ideal_volts * factor;
}
@ -95,9 +95,9 @@ BatteryClass.get_output_volts = func {
#
BatteryClass.get_output_amps = func {
x = 1.0 - me.charge_percent;
tmp = -(3.0 * x - 1.0);
factor = (tmp*tmp*tmp*tmp*tmp + 32) / 32;
var x = 1.0 - me.charge_percent;
var tmp = -(3.0 * x - 1.0);
var factor = (tmp*tmp*tmp*tmp*tmp + 32) / 32;
return me.ideal_amps * factor;
}
@ -109,7 +109,7 @@ BatteryClass.get_output_amps = func {
AlternatorClass = {};
AlternatorClass.new = func {
obj = { parents : [AlternatorClass],
var obj = { parents : [AlternatorClass],
rpm_source : "/engines/engine[0]/rpm",
rpm_threshold : 800.0,
ideal_volts : 28.0,
@ -126,13 +126,13 @@ AlternatorClass.apply_load = func( amps, dt ) {
# Scale alternator output for rpms < 800. For rpms >= 800
# give full output. This is just a WAG, and probably not how
# it really works but I'm keeping things "simple" to start.
rpm = getprop( me.rpm_source );
factor = rpm / me.rpm_threshold;
var rpm = getprop( me.rpm_source );
var factor = rpm / me.rpm_threshold;
if ( factor > 1.0 ) {
factor = 1.0;
}
# print( "alternator amps = ", me.ideal_amps * factor );
available_amps = me.ideal_amps * factor;
var available_amps = me.ideal_amps * factor;
return available_amps - amps;
}
@ -144,8 +144,8 @@ AlternatorClass.get_output_volts = func {
# scale alternator output for rpms < 800. For rpms >= 800
# give full output. This is just a WAG, and probably not how
# it really works but I'm keeping things "simple" to start.
rpm = getprop( me.rpm_source );
factor = rpm / me.rpm_threshold;
var rpm = getprop( me.rpm_source );
var factor = rpm / me.rpm_threshold;
if ( factor > 1.0 ) {
factor = 1.0;
}
@ -162,8 +162,8 @@ AlternatorClass.get_output_amps = func {
# scale alternator output for rpms < 800. For rpms >= 800
# give full output. This is just a WAG, and probably not how
# it really works but I'm keeping things "simple" to start.
rpm = getprop( me.rpm_source );
factor = rpm / me.rpm_threshold;
var rpm = getprop( me.rpm_source );
var factor = rpm / me.rpm_threshold;
if ( factor > 1.0 ) {
factor = 1.0;
}
@ -177,13 +177,13 @@ AlternatorClass.get_output_amps = func {
#
update_electrical = func {
time = getprop("/sim/time/elapsed-sec");
dt = time - last_time;
var time = getprop("/sim/time/elapsed-sec");
var dt = time - last_time;
last_time = time;
update_virtual_bus( dt );
# Request that the update fuction be called again next frame
# Request that the update function be called again next frame
settimer(update_electrical, 0);
}
@ -194,24 +194,23 @@ update_electrical = func {
#
update_virtual_bus = func( dt ) {
serviceable = getprop("/systems/electrical/serviceable");
var serviceable = getprop("/systems/electrical/serviceable");
var external_volts = 0.0;
var load = 0.0;
var battery_volts = 0.0;
var alternator_volts = 0.0;
if ( serviceable ) {
battery_volts = battery.get_output_volts();
alternator_volts = alternator.get_output_volts();
} else {
battery_volts = 0.0;
alternator_volts = 0.0;
}
external_volts = 0.0;
load = 0.0;
# switch state
master_bat = getprop("/controls/engines/engine[0]/master-bat");
master_alt = getprop("/controls/engines/engine[0]/master-alt");
var master_bat = getprop("/controls/engines/engine[0]/master-bat");
var master_alt = getprop("/controls/engines/engine[0]/master-alt");
# determine power source
bus_volts = 0.0;
power_source = nil;
var bus_volts = 0.0;
var power_source = nil;
if ( master_bat ) {
bus_volts = battery_volts;
power_source = "battery";
@ -250,7 +249,7 @@ update_virtual_bus = func( dt ) {
load += avionics_bus_2();
# system loads and ammeter gauge
ammeter = 0.0;
var ammeter = 0.0;
if ( bus_volts > 1.0 ) {
# normal load
load += 15.0;
@ -272,7 +271,7 @@ update_virtual_bus = func( dt ) {
}
# filter ammeter needle pos
ammeter_ave = 0.8 * ammeter_ave + 0.2 * ammeter;
var ammeter_ave = 0.8 * ammeter_ave + 0.2 * ammeter;
# outputs
setprop("/systems/electrical/amps", ammeter_ave);
@ -285,8 +284,8 @@ update_virtual_bus = func( dt ) {
electrical_bus_1 = func() {
# we are fed from the "virtual" bus
bus_volts = vbus_volts;
load = 0.0;
var bus_volts = vbus_volts;
var load = 0.0;
# Cabin Lights Power
if ( getprop("/controls/circuit-breakers/cabin-lights-pwr") ) {
@ -333,8 +332,8 @@ electrical_bus_1 = func() {
electrical_bus_2 = func() {
# we are fed from the "virtual" bus
bus_volts = vbus_volts;
load = 0.0;
var bus_volts = vbus_volts;
var load = 0.0;
# Turn Coordinator Power
setprop("/systems/electrical/outputs/turn-coordinator", bus_volts);
@ -381,13 +380,12 @@ electrical_bus_2 = func() {
cross_feed_bus = func() {
# we are fed from either of the electrical bus 1 or 2
var bus_volts = ebus2_volts;
if ( ebus1_volts > ebus2_volts ) {
bus_volts = ebus1_volts;
} else {
bus_volts = ebus2_volts;
}
load = 0.0;
var load = 0.0;
setprop("/systems/electrical/outputs/annunciators", bus_volts);
@ -397,17 +395,15 @@ cross_feed_bus = func() {
avionics_bus_1 = func() {
master_av = getprop("/controls/switches/master-avionics");
var bus_volts = 0.0;
var load = 0.0;
# we are fed from the electrical bus 1
var master_av = getprop("/controls/switches/master-avionics");
if ( master_av ) {
bus_volts = ebus1_volts;
} else {
bus_volts = 0.0;
}
load = 0.0;
# Avionics Fan Power
setprop("/systems/electrical/outputs/avionics-fan", bus_volts);
@ -435,15 +431,13 @@ avionics_bus_1 = func() {
avionics_bus_2 = func() {
master_av = getprop("/controls/switches/master-avionics");
var master_av = getprop("/controls/switches/master-avionics");
# we are fed from the electrical bus 2
var bus_volts = 0.0;
if ( master_av ) {
bus_volts = ebus2_volts;
} else {
bus_volts = 0.0;
}
load = 0.0;
var load = 0.0;
# NavCom 2 Power
setprop("/systems/electrical/outputs/nav[1]", bus_volts);

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@ -0,0 +1,41 @@
##################################################################
#
# These are the helper functions for the kma20 audio panel
# Maintainer: Thorsten Brehm (brehmt at gmail dot com)
#
# Usage:
# just create one instance of kma20 class for each kma20 panel
# you have in your aircraft:
# kma20.new(0);
#
# KMA20 audio panel properties:
# root: /instrumentation/kma20
# knob: microphone/radio selector (com1/2)
# auto: selects COM1/2 based on microphone selector
# com1: enable/disable COM1 audio (e.g. for ATIS)
# com2: enable/disable COM2 audio (e.g. for ATIS)
# nav1: enable/disable NAV1 station identifier
# nav2: enable/disable NAV2 station identifier
# adf: enable/disable ADF station identifier
# dme: enable/disable DME station identifier
# mkr: enable/disable marker beacon audio
# sens: beacon receiver sensitivity
var kma20 = {};
kma20.new = func(rootPath) {
var obj = {};
obj.parents = [kma20];
setlistener(rootPath ~ "/com1", func(v) {setprop("/instrumentation/comm/volume", 0.7*(v.getValue() != 0));}, 1);
setlistener(rootPath ~ "/com2", func(v) {setprop("/instrumentation/comm[1]/volume", 0.7*(v.getValue() != 0));}, 1);
setlistener(rootPath ~ "/nav1", func(v) {setprop("/instrumentation/nav/audio-btn", (v.getValue() != 0));}, 1);
setlistener(rootPath ~ "/nav2", func(v) {setprop("/instrumentation/nav[1]/audio-btn", (v.getValue() != 0));}, 1);
setlistener(rootPath ~ "/adf", func(v) {setprop("/instrumentation/adf/ident-audible", (v.getValue() != 0));}, 1);
setlistener(rootPath ~ "/dme", func(v) {setprop("/instrumentation/dme/ident", (v.getValue() != 0));}, 1);
setlistener(rootPath ~ "/mkr", func(v) {setprop("/instrumentation/marker-beacon/audio-btn",(v.getValue() != 0));}, 1);
print( "KMA20 audio panel initialized" );
return obj;
};
var kma20_0 = kma20.new( "/instrumentation/kma20" );

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@ -25,7 +25,7 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<flight-model archive="y">jsb</flight-model>
<aero archive="y">c172p</aero>
<allow-toggle-cockpit>true</allow-toggle-cockpit>
<allow-toggle-cockpit type="bool">true</allow-toggle-cockpit>
<model>
<path archive="y">Aircraft/c172p/Models/c172p.xml</path>
@ -51,7 +51,7 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<fairing2 type="bool">false</fairing2>
<fairing3 type="bool">false</fairing3>
</c172p>
<hide-yoke type="bool">false</hide-yoke>
</model>
<startup>
@ -69,10 +69,10 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<view>
<internal type="bool" archive="y">true</internal>
<config>
<x-offset-m archive="y">-0.21</x-offset-m>
<y-offset-m archive="y">0.235</y-offset-m>
<z-offset-m archive="y">0.36</z-offset-m>
<pitch-offset-deg>-12</pitch-offset-deg>
<x-offset-m archive="y" type="double">-0.21</x-offset-m>
<y-offset-m archive="y" type="double">0.235</y-offset-m>
<z-offset-m archive="y" type="double">0.36</z-offset-m>
<pitch-offset-deg type="double">-12</pitch-offset-deg>
</config>
</view>
@ -135,12 +135,14 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<controls>
<flight>
<aileron-trim>0.027</aileron-trim>
<rudder-trim>0.0</rudder-trim>
<aileron-trim type="double">0.027</aileron-trim>
<rudder-trim type="double">0.0</rudder-trim>
</flight>
<engines>
<engine n="0">
<magnetos>3</magnetos>
<magnetos type="int">3</magnetos>
<master-bat type="bool">true</master-bat>
<master-alt type="bool">true</master-alt>
</engine>
</engines>
<lighting>
@ -150,6 +152,16 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<beacon type="bool">false</beacon>
<nav-lights type="bool">false</nav-lights>
</lighting>
<switches>
<master-avionics type="bool">true</master-avionics>
<starter type="bool">false</starter>
</switches>
<engines>
<engine>
<master-bat type="bool">true</master-bat>
<master-alt type="bool">true</master-alt>
</engine>
</engines>
</controls>
<autopilot>
@ -183,6 +195,16 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<encoder>
<serviceable type="bool">true</serviceable>
</encoder>
<adf n="0">
<ident-audible type="bool">false</ident-audible>
<volume type="double">0.7</volume>
</adf>
<nav n="0">
<volume type="double">0.7</volume>
</nav>
<nav n="1">
<volume type="double">0.7</volume>
</nav>
</instrumentation>
<engines>
@ -202,6 +224,7 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<file>Aircraft/c172p/Nasal/doors.nas</file>
<file>Aircraft/c172p/Nasal/light.nas</file>
<file>Aircraft/c172p/Nasal/tanks.nas</file>
<file>Aircraft/c172p/Nasal/kma20.nas</file>
<file>Aircraft/c172p/Nasal/ki266.nas</file>
<script><![CDATA[
ki266.new(0);

0
Aircraft/ufo/Models/ufo.xml Executable file → Normal file
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@ -66,7 +66,7 @@
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
<shininess>0.0</shininess>
<shininess>0.1</shininess>
<color-mode>ambient-and-diffuse</color-mode>
<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
<!-- DIFFUSE -->

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@ -50,12 +50,14 @@ void main (void)
if (normalmap_dds > 0)
N = -N;
float nFactor = 1.0 - N.z;
float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
// calculate the specular light
float refl_correction = spec_adjust * 2.5 - 1.0;
float shininess = max (0.35, refl_correction) * nmap.a;
float shininess = max (0.35, refl_correction) * nmap.a * nFactor;
float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 ));
float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
vec4 color = vec4(1.0);
@ -65,7 +67,7 @@ void main (void)
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normalize(VNormal));
float v = abs(dot(viewVec, normalize(VNormal)));
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
@ -83,7 +85,7 @@ void main (void)
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * (1.0- N.z) + transparency_offset ;
reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * nFactor + transparency_offset ;
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
// set ambient adjustment to remove bluiness with user input
@ -96,12 +98,12 @@ void main (void)
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0) * nFactor;
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
// the final reflection
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction, color.a);
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
encode_gbuffer(N, fragColor.rgb, 1, specular, shininess, emission, gl_FragCoord.z);
}

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@ -79,14 +79,15 @@ void main (void)
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
//color += Specular * vec4(vec3(0.5*shininess), 1.0) * nmap.a;
color += Specular * vec4(1.0) * nmap.a;
float nFactor = 1.0 - N.z;
color += Specular * vec4(1.0) * nmap.a * nFactor;
color.a = texel.a * alpha;
color = clamp(color, 0.0, 1.0);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normalize(VNormal));
float v = abs(dot(viewVec, normalize(VNormal)));
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
@ -115,18 +116,18 @@ void main (void)
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
reflcolor += Specular * nmap.a;
reflcolor += Specular * nmap.a * nFactor;
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
raincolor += Specular * nmap.a;
raincolor += Specular * nmap.a * nFactor;
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor); //* (1.0 - 0.5 * transparency_offset )
// the final reflection
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)), color.a);
fragColor += Specular * nmap.a;
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
fragColor += Specular * nmap.a * nFactor;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;

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@ -92,7 +92,7 @@ void main (void)
///END bump
vec4 reflection = textureCube(Environment, reflVec * N);
vec3 viewVec = normalize(vViewVec);
float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
vec4 color = gl_Color * gl_FrontMaterial.diffuse;

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@ -85,7 +85,7 @@ void main (void)
///END bump
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
vec3 viewVec = normalize(vViewVec);
float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));

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@ -104,7 +104,7 @@
<reload-panel>Reiniciar panel</reload-panel> <!-- English: "Reload Panel" -->
<reload-autopilot>Reiniciar autopiloto</reload-autopilot> <!-- English: "Reload Autopilot" -->
<reload-network>Reiniciar conexión de red</reload-network> <!-- English: "Reload Network" -->
<!-- <reload-model>???</reload-model> --> <!-- English: "Reload Aircraft Model" -->
<reload-model>Recargar modelo de la aeronave</reload-model> <!-- English: "Reload Aircraft Model" -->
<nasal-console>Consola nasal</nasal-console> <!-- English: "Nasal Console" -->
<development-keys>Teclas de desarrollo</development-keys> <!-- English: "Development Keys" -->
<configure-dev-extension>Configurar extensiones de desarrollo</configure-dev-extension> <!-- English: "Configure Development Extensions" -->

View file

@ -38,7 +38,7 @@
<enable-game-mode-desc>Activa el modo de pantalla completa</enable-game-mode-desc> <!-- English: "Enable full-screen game mode" -->
<disable-splash-screen-desc>Desactiva splash screen</disable-splash-screen-desc> <!-- English: "Disable splash screen" -->
<enable-splash-screen-desc>Activa splash screen</enable-splash-screen-desc> <!-- English: "Enable splash screen" -->
<!-- <restore-defaults-desc>???</restore-defaults-desc> --> <!-- English: "Reset all user settings to their defaults (rendering options etc)" -->
<restore-defaults-desc>Restaurar todas las configuraciones a las iniciales (opciones de renderizado, etc)</restore-defaults-desc> <!-- English: "Reset all user settings to their defaults (rendering options etc)" -->
<disable-save-on-exit>No guardar las preferencias al salir del programa</disable-save-on-exit> <!-- English: "Don't save preferences upon program exit" -->
<enable-save-on-exit>Permitir guardar las preferencias al salir del programa</enable-save-on-exit> <!-- English: "Allow saving preferences at program exit" -->
<disable-intro-music-desc>Desactiva la introducción musical</disable-intro-music-desc> <!-- English: "Disable introduction music" -->
@ -48,10 +48,10 @@
<enable-mouse-pointer-desc n="1">(p.ej. para tarjetas tipo Voodoo a pantalla completa)</enable-mouse-pointer-desc> <!-- English: "(i.e. for full screen Voodoo based cards)" -->
<disable-random-objects-desc>Excluir objetos aleatorios de escenografía</disable-random-objects-desc> <!-- English: "Exclude random scenery objects" -->
<enable-random-objects-desc>Incluir objetos aleatorios de escenografía</enable-random-objects-desc> <!-- English: "Include random scenery objects" -->
<!-- <disable-random-vegetation-desc>???</disable-random-vegetation-desc> --> <!-- English: "Exclude random vegetation objects" -->
<!-- <enable-random-vegetation-desc>???</enable-random-vegetation-desc> --> <!-- English: "Include random vegetation objects" -->
<!-- <disable-random-buildings-desc>???</disable-random-buildings-desc> --> <!-- English: "Exclude random buildings objects" -->
<!-- <enable-random-buildings-desc>???</enable-random-buildings-desc> --> <!-- English: "Include random buildings objects" -->
<disable-random-vegetation-desc>Excluir objetos aleatorios de vegetación</disable-random-vegetation-desc> <!-- English: "Exclude random vegetation objects" -->
<enable-random-vegetation-desc>Incluir objetos aleatorios de vegetación</enable-random-vegetation-desc> <!-- English: "Include random vegetation objects" -->
<disable-random-buildings-desc>Excluir edificios aleatorios</disable-random-buildings-desc> <!-- English: "Exclude random buildings objects" -->
<enable-random-buildings-desc>Incluir edificios aleatorios</enable-random-buildings-desc> --> <!-- English: "Include random buildings objects" -->
<disable-real-weather-fetch-desc>Desactiva la recogida de meteo real basada en METAR</disable-real-weather-fetch-desc> <!-- English: "Disable METAR based real weather fetching" -->
<enable-real-weather-fetch-desc>Activa la recogida de meteo real basada en METAR (esto requiere una conexión a Internet)</enable-real-weather-fetch-desc> <!-- English: "Enable METAR based real weather fetching (this requires an open internet connection)" -->
<metar-desc>Pasar una METAR para establecer una meteo estática</metar-desc> <!-- English: "Pass a METAR to set up static weather" -->

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@ -699,14 +699,9 @@ Started September 2000 by David Megginson, david@megginson.com
<atc>
<enabled type="bool">true</enabled>
<runway type="string" preserve="y"/>
<use-millibars type="bool" preserve="y">false</use-millibars>
</atc>
<ai-traffic>
<!-- Obsolete and unused - to be removed -->
<enabled type="bool" userarchive="y">false</enabled>
<level type="int" userarchive="y">1</level>
</ai-traffic>
<traffic-manager>
<enabled type="bool" userarchive="y">true</enabled>
<heuristics type="bool">true</heuristics>

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@ -1 +1 @@
2.8.0
2.9.0